Hi all
with the new citylab interface you will wait for the loading animation finish every time you upgrade an item.
I think everyone will be quite annoyed with it like me, so this is how i remove it.
Affter change it , animation just run but with max speed
Contents.h
Code:#ifdef C_LABORATORY_UI_CHANGE_JWLEE #define C_LABORATORY_UI_CHANGE_JWLEE_MAX_SPEED // Disable lab animation waitng #endif
INFCityLab.cpp CINFCityLab::Tick() change code in switch (m_nAniState) { ... }
Code:switch (m_nAniState) { #ifndef C_LABORATORY_UI_CHANGE_JWLEE_MAX_SPEED case LABORATORY_ANIMATION_STATE_ICON_ING: nComAniCount = 0; nAniCount = 0; for (i = 0; i < LABORATORY_GROUP_END - 1; i++) { if (m_bAniView[i]) { nAniCount++; m_pImgLabIcon[i]->Tick(); if (m_pImgLabIcon[i]->GetFrame() >= m_pImgLabIcon[i]->GetFrameTotal()) { nComAniCount++; } } } if (nAniCount == nComAniCount) { ChangeAniState(LABORATORY_ANIMATION_STATE_LINE_START); } break; case LABORATORY_ANIMATION_STATE_LINE_ING: nComAniCount = 0; nAniCount = 0; for (i = 0; i < LABORATORY_GROUP_END - 1; i++) { if (m_bAniView[i]) { nAniCount++; if (m_pImgLabLine[i]->GetFrame() < m_pImgLabLine[i]->GetFrameTotal()) { m_pImgLabLine[i]->Tick(); } else { nComAniCount++; } } } if (nAniCount == nComAniCount) { ChangeAniState(LABORATORY_ANIMATION_STATE_RESULT_START); } break; #else case LABORATORY_ANIMATION_STATE_ICON_ING: ChangeAniState(LABORATORY_ANIMATION_STATE_LINE_START); break; case LABORATORY_ANIMATION_STATE_LINE_ING: ChangeAniState(LABORATORY_ANIMATION_STATE_RESULT_START); break; #endif case LABORATORY_ANIMATION_STATE_RESULT_ING: if (m_bAniView[LABORATORY_GROUP_TTARGET]) { #ifndef C_LABORATORY_UI_CHANGE_JWLEE_MAX_SPEED if (m_pImgLabLine[LABORATORY_GROUP_TTARGET]->GetFrame() < m_pImgLabLine[LABORATORY_GROUP_TTARGET]->GetFrameTotal()) { m_pImgLabLine[LABORATORY_GROUP_TTARGET]->Tick(); } else { #endif m_pImgLabLine[LABORATORY_GROUP_TTARGET]->Tick(); m_vecTarget = m_vecSource; m_vecSource.clear(); g_pFieldWinSocket->SendMsg(T_FC_ITEM_USE_ENCHANT, (char*)&m_UseEchantMsg, sizeof(m_UseEchantMsg)); g_pD3dApp->m_bRequestEnable = FALSE; memset(&m_UseEchantMsg, 0x00, sizeof(m_UseEchantMsg)); ChangeAniState(LABORATORY_ANIMATION_STATE_RESULT_RECIVE); m_nSucAniLoopCnt = 0;#ifndef C_LABORATORY_UI_CHANGE_JWLEE_MAX_SPEED } #endif } break; case LABORATORY_ANIMATION_STATE_RESULT_SUCCESS: if (m_pImgLabIcon[LABORATORY_GROUP_TTARGET]->GetFrame() >= m_pImgLabIcon[LABORATORY_GROUP_TTARGET]->GetFrameTotal()) { m_nSucAniLoopCnt++; m_pImgLabIcon[LABORATORY_GROUP_TTARGET]->SetFrame(0); m_pImgLabIcon[LABORATORY_GROUP_TTARGET]->SetUVCurrentRect(0); } #ifndef C_LABORATORY_UI_CHANGE_JWLEE_MAX_SPEED if (m_nSucAniLoopCnt >= LAB_MIXING_ICONSUC_FRAME_COUNT) #else if (m_nSucAniLoopCnt >= 1) #endif { ChangeAniState(LABORATORY_ANIMATION_STATE_RESULT_SUCCESS_END); } else m_pImgLabIcon[LABORATORY_GROUP_TTARGET]->Tick(); break; } #endif





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