ACF2: Fix clock entering "retreat mode" after cut scene after killing first enemy
--- a/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/shadow.lua Tue Jan 22 07:17:07 2019 +0100
+++ b/share/hedgewars/Data/Missions/Campaign/A_Classic_Fairytale/shadow.lua Tue Jan 22 07:47:27 2019 +0100
@@ -80,6 +80,8 @@
attackedReturnStage = 12
loseStage = 13
+wave1EnemyTurn = false
+
ourTeam = 0
weakTeam = 1
strongTeam = 2
@@ -222,10 +224,9 @@
SetHealth(SpawnHealthCrate(2757, 1030), 50)
SetHealth(SpawnHealthCrate(2899, 1009), 50)
stage = wave1Stage
- SwitchHog(dense)
SetGearMessage(dense, 0)
SetGearMessage(leaks, 0)
- SetTurnTimeLeft(TurnTime)
+ EndTurn(true)
ShowMission(loc("The Shadow Falls"), loc("Why do you not like me?"), loc("Obliterate them!|Hint: You might want to take cover...").."|"..loc("Both your hedgehogs must survive."), 1, 6000)
end
@@ -352,7 +353,6 @@
SpawnSupplyCrate(3192, 1101, amShotgun)
AnimSetGearPosition(cyborg, unpack(cyborgPos))
SetState(cyborg, gstInvisible)
- AnimSwitchHog(leaks)
end
@@ -1107,6 +1107,11 @@
function onNewTurn()
if AnimInProgress() then
SetTurnTimeLeft(MAX_TURN_TIME)
+ elseif stage == wave1Stage then
+ if GetHogClan(CurrentHedgehog) == GetTeamClan(weaklingsTeamName) and (not wave1EnemyTurn) then
+ EndTurn(true)
+ wave1EnemyTurn = true
+ end
elseif stage == cyborgStage then
if CurrentHedgehog ~= dense then
EndTurn(true)