Follow-up Comment #5, bug #22988 (project wesnoth):
>This is also annyong in enter/exit_hex events where [allow_undo] basicly
means 'don't stop this unit in its move' and those events never prevent
undoing.
you need not to allow_undo, because your UMC is unable to restore things
you need to allow_undo, because you want enter/exit_hex handlers don't stop
the movement, and similarly moveto handlers don't cancel the next attack
so enter/exit hex is unusable in this situation, and players will cry they
must split move+attack into two orders
>I think we should add a second tag [dont_interrupt] (do you know a better
name?)
I was always missing a way how to cancel move/exit_hex/attack/hit/recruit...
in the moment it is about to start.
If such a functionality was added then it could accomplish [interrupt] too.
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Again I am a bit off-topic, but this is another inconsistency of Wesnoth:
there are actions that change the game state, invoked by a player (move,
attack, open a context menu, end turn ...); there are actions invoked by the
Wesnoth engine (hit, stop movement, level unit ...)
And WML/lua is informed only about some actions and can control only some of
them (e.g. a part of the context menu)
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