URL:
  <http://gna.org/bugs/?23995>

                 Summary: [move_units_fake]: fake units disappear between
steps
                 Project: Battle for Wesnoth
            Submitted by: elvish_hunter
            Submitted on: mer 28 ott 2015 17:55:26 UTC
                Category: Bug
                Severity: 4 - Important
                Priority: 5 - Normal
              Item Group: User Interface
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: 1.13.1
        Operating System: Any

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Details:

Some months ago, it was reported this bug
<http://forums.wesnoth.org/viewtopic.php?f=4&t=42446> in the forums, which
caused a segfault when trying to use [move_units_fake].
Following this report, I pushed a fix which got rid of the segfault, but
instead showed another problem: after each step, the fake units don't stay on
screen like they're supposed to do, but instead they disappear.
I investigated the issue, and found out that the culprit seems to be the line
in action_wml.cpp:
+verbatim
units[un]->anim_comp().set_standing();
-verbatim
I noticed that the temporary object _anim_comp_ is destroyed before its
_set_standing_ method is called, but I wasn't able to determine why that
happens.
In order to supply a test case, I modified the first scenario of Two Brothers
(which I'm attaching) by adding a [move_units_fake] in the start event.



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File Attachments:


-------------------------------------------------------
Date: mer 28 ott 2015 17:55:26 UTC  Name: 01_Rooting_Out_a_Mage.cfg  Size:
13kB   By: elvish_hunter

<http://gna.org/bugs/download.php?file_id=25512>

    _______________________________________________________

Reply to this item at:

  <http://gna.org/bugs/?23995>

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