Follow-up Comment #2, patch #4707 (project freeciv):
> Does also the movement animation work correctly when enemy
> unit moves to fogged tile and gets removed in the end? I
> though that client doesn't even allow units to exist in fogged
> tiles (even temporarily).
Of course, it needs tests.
But as far I could see abstractly in the code, the goes_out_of_sight field is
tested at the begining of the handle_unit_short_info() with:
if (packet->goes_out_of_sight) {
punit = game_unit_by_number(packet->id);
if (punit) {
/* Unload unit if it is transported. */
if (unit_transport_get(punit)) {
unit_transport_unload(punit);
}
punit->client.transported_by = -1;
client_remove_unit(punit);
}
return;
}
So for me, it looks like it only removes the unit. All drawing issues seems to
be handled inside client_remove_unit().
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