Follow-up Comment #13, bug #16363 (project wesnoth):
note to self : ok, here is the plan...
each animation can have an id to avoid loading.
we keep some sort of global std::set which matches id to unit_animation
structures (multiple du to conditional expansions)
when an animation is added to a unit, we look for the id in that set
* if it is in, we add a copy to the unit, as we do for animations that come
from the unit_type
* if it is not call a lua function that will return the cfg to be parsed, and
parse it the old way.
ask silene for implementation details.
still need to figure out where to store the set so it has the proper
lifecycle
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