void game::draw_hit_mon( const tripoint &p, const monster &m, bool const dead ) { if (!use_tiles) { draw_hit_mon_curses( p, m, u, dead ); return; } tilecontext->init_draw_hit( p, m.type->id.str() ); wrefresh(w_terrain); draw_animation_delay(); }
void game::draw_hit_mon( const tripoint &p, const monster &m, const bool dead ) { if( test_mode ) { return; // avoid segfault from null tilecontext in tests } if( !use_tiles ) { draw_hit_mon_curses( p, m, u, dead ); return; } tilecontext->init_draw_hit( p, m.type->id.str() ); bullet_animation().progress(); }
void game::draw_hit_mon( const tripoint &p, const monster &m, bool const dead ) { draw_hit_mon_curses( p, m, u, dead ); }