mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
Fix commander appearing in battles while dead
This commit is contained in:
parent
95ee76977f
commit
02e795d508
@ -499,7 +499,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
|
||||
//adding commanders
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if (heroes[i] && heroes[i]->commander)
|
||||
if (heroes[i] && heroes[i]->commander && heroes[i]->commander->alive)
|
||||
{
|
||||
CStack * stack = curB->generateNewStack (*heroes[i]->commander, !i, SlotID::COMMANDER_SLOT_PLACEHOLDER,
|
||||
creatureBank ? commanderBank[i] : commanderField[i]);
|
||||
|
@ -102,7 +102,7 @@ public:
|
||||
//TODO: what if Commander is not a part of creature set?
|
||||
|
||||
//commander class is determined by its base creature
|
||||
ui8 alive;
|
||||
bool alive;
|
||||
ui8 level; //required only to count callbacks
|
||||
std::string name; // each Commander has different name
|
||||
std::vector <ui8> secondarySkills; //ID -> level
|
||||
|
Loading…
Reference in New Issue
Block a user