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Merge pull request #2827 from Laserlicht/select_instead_path
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commit
2d6ef9049a
@ -535,10 +535,18 @@ void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
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LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
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LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
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return;
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return;
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}
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}
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else //remove old path and find a new one if we clicked on accessible tile
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else
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{
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{
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LOCPLINT->localState->setPath(currentHero, mapPos);
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if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected)
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onHeroChanged(currentHero);
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{
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if(canSelect)
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LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
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}
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else //remove old path and find a new one if we clicked on accessible tile
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{
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LOCPLINT->localState->setPath(currentHero, mapPos);
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onHeroChanged(currentHero);
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}
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}
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}
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}
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}
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} //end of hero is selected "case"
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} //end of hero is selected "case"
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@ -611,7 +619,7 @@ void AdventureMapInterface::onTileHovered(const int3 &mapPos)
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}
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}
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}
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}
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if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN)
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if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
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{
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{
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if(objAtTile)
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if(objAtTile)
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{
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{
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@ -29,6 +29,9 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
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# List of extended game functionality
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# List of extended game functionality
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## Adventure map
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- [LCtrl] + LClick – perform a normal click (same as no hero is selected). This make it possible to select other hero instead of changing path of current hero.
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## Quick Army Management
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## Quick Army Management
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- [LShift] + LClick – splits a half units from the selected stack into an empty slot.
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- [LShift] + LClick – splits a half units from the selected stack into an empty slot.
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