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	- all windows except for pregame\battles are now CWindowObject-based
- added simple scaling algorithm that works with indexed surfaces
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		| @@ -2118,13 +2118,13 @@ struct statsHLP | ||||
| { | ||||
| 	typedef std::pair< ui8, si64 > TStat; | ||||
| 	//converts [<player's color, value>] to vec[place] -> platers | ||||
| 	static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats ) | ||||
| 	static std::vector< std::vector< ui8 > > getRank( std::vector<TStat> stats ) | ||||
| 	{ | ||||
| 		std::sort(stats.begin(), stats.end(), statsHLP()); | ||||
|  | ||||
| 		//put first element | ||||
| 		std::vector< std::list<ui8> > ret; | ||||
| 		std::list<ui8> tmp; | ||||
| 		std::vector< std::vector<ui8> > ret; | ||||
| 		std::vector<ui8> tmp; | ||||
| 		tmp.push_back( stats[0].first ); | ||||
| 		ret.push_back( tmp ); | ||||
|  | ||||
| @@ -2138,7 +2138,7 @@ struct statsHLP | ||||
| 			else | ||||
| 			{ | ||||
| 				//create next occupied rank | ||||
| 				std::list<ui8> tmp; | ||||
| 				std::vector<ui8> tmp; | ||||
| 				tmp.push_back(stats[g].first); | ||||
| 				ret.push_back(tmp); | ||||
| 			} | ||||
|   | ||||
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