From 26ccfee924ea83c48ea51d8936b47ad94149baf5 Mon Sep 17 00:00:00 2001 From: Oskar Wiksten Date: Mon, 1 Jul 2013 23:00:39 +0200 Subject: [PATCH] Bugfix: Do not set a new combat target after running animation when combat has ended. --- .../com/gpl/rpg/AndorsTrail/controller/CombatController.java | 3 +++ 1 file changed, 3 insertions(+) diff --git a/AndorsTrail/src/com/gpl/rpg/AndorsTrail/controller/CombatController.java b/AndorsTrail/src/com/gpl/rpg/AndorsTrail/controller/CombatController.java index 8d9150985..9ac084201 100644 --- a/AndorsTrail/src/com/gpl/rpg/AndorsTrail/controller/CombatController.java +++ b/AndorsTrail/src/com/gpl/rpg/AndorsTrail/controller/CombatController.java @@ -131,6 +131,8 @@ public final class CombatController implements VisualEffectCompletedCallback { executePlayerAttack(); } else if (world.model.uiSelections.selectedPosition != null) { executeCombatMove(world.model.uiSelections.selectedPosition); + } else if (controllers.effectController.isRunningVisualEffect()) { + return; } else if (canExitCombat()) { exitCombat(true); } else if (dx != 0 || dy != 0) { @@ -392,6 +394,7 @@ public final class CombatController implements VisualEffectCompletedCallback { @Override public void onVisualEffectCompleted(int callbackValue) { + if (!world.model.uiSelections.isInCombat) return; if (callbackValue == CALLBACK_MONSTERATTACK) { monsterAttackCompleted(); } else if (callbackValue == CALLBACK_PLAYERATTACK) {