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@ -282,8 +282,8 @@ void CHealth::takeResurrected()
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}
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}
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///CStack
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///CStack
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CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S)
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CStack::CStack(const CStackInstance * Base, PlayerColor O, int I, ui8 Side, SlotID S):
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: base(Base), ID(I), owner(O), slot(S), side(Side),
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base(Base), ID(I), owner(O), slot(S), side(Side),
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counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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position()
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position()
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{
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{
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@ -301,8 +301,8 @@ CStack::CStack():
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setNodeType(STACK_BATTLE);
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setNodeType(STACK_BATTLE);
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}
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}
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CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S)
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CStack::CStack(const CStackBasicDescriptor * stack, PlayerColor O, int I, ui8 Side, SlotID S):
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: base(nullptr), ID(I), owner(O), slot(S), side(Side),
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base(nullptr), ID(I), owner(O), slot(S), side(Side),
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counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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counterAttacks(this), shots(this), casts(this), health(this), cloneID(-1),
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position()
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position()
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{
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{
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@ -514,7 +514,8 @@ std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
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{
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{
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const int WN = GameConstants::BFIELD_WIDTH;
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const int WN = GameConstants::BFIELD_WIDTH;
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if(side == BattleSide::ATTACKER)
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if(side == BattleSide::ATTACKER)
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{ //position is equal to front hex
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{
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//position is equal to front hex
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BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 2 : WN + 1), hexes);
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BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 2 : WN + 1), hexes);
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BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
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BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN + 1 : WN), hexes);
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BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
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BattleHex::checkAndPush(hex - ((hex / WN) % 2 ? WN : WN - 1), hexes);
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@ -239,8 +239,8 @@ public:
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assert(isIndependentNode());
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assert(isIndependentNode());
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h & static_cast<CBonusSystemNode &>(*this);
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h & static_cast<CBonusSystemNode &>(*this);
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h & type;
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h & type;
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h & ID & baseAmount & owner & slot & side & position & state
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h & ID & baseAmount & owner & slot & side & position & state;
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& shots & casts & counterAttacks & health;
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h & shots & casts & counterAttacks & health;
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const CArmedInstance * army = (base ? base->armyObj : nullptr);
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const CArmedInstance * army = (base ? base->armyObj : nullptr);
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SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
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SlotID extSlot = (base ? base->armyObj->findStack(base) : SlotID());
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