Index: source/graphics/CinemaManager.h =================================================================== --- source/graphics/CinemaManager.h +++ source/graphics/CinemaManager.h @@ -15,15 +15,14 @@ * along with 0 A.D. If not, see . */ - #ifndef INCLUDED_CINEMAMANAGER #define INCLUDED_CINEMAMANAGER #include "lib/input.h" // InReaction - can't forward-declare enum - -#include "simulation2/helpers/CinemaPath.h" #include "ps/CStr.h" #include "ps/Shapes.h" +#include "simulation2/helpers/CinemaPath.h" + /** * Class for in game playing of cinematics. Should only be instantiated in CGameView. Index: source/graphics/CinemaManager.cpp =================================================================== --- source/graphics/CinemaManager.cpp +++ source/graphics/CinemaManager.cpp @@ -73,8 +73,7 @@ { if (IsEnabled()) DrawBars(); - - if (m_DrawPaths) + else if (m_DrawPaths) DrawPaths(); } Index: source/simulation2/components/CCmpCinemaManager.cpp =================================================================== --- source/simulation2/components/CCmpCinemaManager.cpp +++ source/simulation2/components/CCmpCinemaManager.cpp @@ -20,20 +20,13 @@ #include "simulation2/system/Component.h" #include "ICmpCinemaManager.h" -#include "graphics/GameView.h" -#include "graphics/CinemaManager.h" -#include "gui/CGUI.h" -#include "gui/GUIManager.h" -#include "gui/IGUIObject.h" #include "ps/CLogger.h" -#include "ps/Game.h" #include "simulation2/components/ICmpOverlayRenderer.h" #include "simulation2/components/ICmpRangeManager.h" #include "simulation2/components/ICmpSelectable.h" #include "simulation2/components/ICmpTerritoryManager.h" #include "simulation2/MessageTypes.h" #include "simulation2/Simulation2.h" -#include "renderer/Renderer.h" class CCmpCinemaManager : public ICmpCinemaManager Index: source/tools/atlas/GameInterface/View.cpp =================================================================== --- source/tools/atlas/GameInterface/View.cpp +++ source/tools/atlas/GameInterface/View.cpp @@ -213,8 +213,7 @@ // Cinematic motion should be independent of simulation update, so we can // preview the cinematics by themselves - if (g_Game->GetView()->GetCinema()->IsPlaying()) - g_Game->GetView()->GetCinema()->Update(realFrameLength); + g_Game->GetView()->GetCinema()->Update(realFrameLength); } void AtlasViewGame::Render()