diff --git a/source/glest_game/type_instances/unit.cpp b/source/glest_game/type_instances/unit.cpp index fc3381bd..99f4c5a7 100644 --- a/source/glest_game/type_instances/unit.cpp +++ b/source/glest_game/type_instances/unit.cpp @@ -2644,8 +2644,8 @@ bool Unit::update() { this->lastAnimProgress= this->animProgress; const Game *game = Renderer::getInstance().getGame(); - if(progress==0){ - skillCycleStarts(); + if(animProgress==0){ + AnimCycleStarts(); } progress = getUpdatedProgress(progress, GameConstants::updateFps, @@ -3731,7 +3731,7 @@ float Unit::computeHeight(const Vec2i &pos) const { return height; } -void Unit::skillCycleStarts(){ +void Unit::AnimCycleStarts(){ // we need to queue timed particles if progress starts queueTimedParticles(currSkill->unitParticleSystemTypes); } diff --git a/source/glest_game/type_instances/unit.h b/source/glest_game/type_instances/unit.h index b3efe87a..2aec0156 100644 --- a/source/glest_game/type_instances/unit.h +++ b/source/glest_game/type_instances/unit.h @@ -817,7 +817,7 @@ private: float computeHeight(const Vec2i &pos) const; void calculateXZRotation(); - void skillCycleStarts(); + void AnimCycleStarts(); void updateTarget(); void clearCommands(); void deleteQueuedCommand(Command *command);