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* massive spells go via one SetStackEffect

This commit is contained in:
mateuszb
2009-03-21 16:03:07 +00:00
parent b2c4f3e0fd
commit 2a7ad63495
8 changed files with 67 additions and 123 deletions

View File

@@ -379,14 +379,12 @@ void SetStackEffect::applyCl( CClient *cl )
sc.id = effect.id;
sc.side = 3; //doesn't matter
sc.skill = effect.level;
BOOST_FOREACH(ui32 stack, stacks)
{
sc.tile = GS(cl)->curB->getStack(stack)->position;
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleSpellCasted(&sc);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleSpellCasted(&sc);
}
//informing about effects
if(cl->playerint.find(GS(cl)->curB->side1) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side1]->battleStacksEffectsSet(*this);
if(cl->playerint.find(GS(cl)->curB->side2) != cl->playerint.end())
cl->playerint[GS(cl)->curB->side2]->battleStacksEffectsSet(*this);
}
CGameState* CPackForClient::GS( CClient *cl )