Follow-up Comment #17, patch #3186 (project wesnoth):
I think you are taking the view that enter/exit hex events would behave
similarly to unit sightings in that they would not interrupt movement after
pressing 't'? I think that would be a wrong approach to take; event
interruptions should have higher priority than the player previously pressing
't'. (For basically the reasons you outlined.) As far as interruption by
events go, pressing 't' is probably better thought of as "not changing the
path (yet)", rather than as some sort of "ignore interruptions" option.
If a player presses 't', and the continued movement triggers another
enter/exit hex event, movement should probably be interrupted, just as it
would be if this was not a continued move. That is, I would ignore
continue_move in this case. (In fact, it might be a reasonable idea to ignore
continue_move in all cases, now that fog stays clear until the end of the
turn. But that is a separate issue, not really part of this patch.)
Maybe one of the WML experts wants to weigh in?
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