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@@ -565,7 +565,7 @@ bool BattleFlowProcessor::rollGoodMorale(const CBattleInfoCallback & battle, con
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return false;
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return false;
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}
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}
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void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba) //here
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void BattleFlowProcessor::onActionMade(const CBattleInfoCallback & battle, const BattleAction &ba)
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{
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{
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const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
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const auto * actedStack = battle.battleGetStackByID(ba.stackNumber, false);
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const auto * activeStack = battle.battleActiveUnit();
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const auto * activeStack = battle.battleActiveUnit();
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@@ -60,7 +60,6 @@ class BattleFlowProcessor : boost::noncopyable
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void makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next);
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void makeStackDoNothing(const CBattleInfoCallback & battle, const CStack * next);
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bool makeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack, const BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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bool makeAutomaticAction(const CBattleInfoCallback & battle, const CStack * stack, const BattleAction & ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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public:
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public:
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explicit BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);
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explicit BattleFlowProcessor(BattleProcessor * owner, CGameHandler * newGameHandler);
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