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mirror of https://github.com/vcmi/vcmi.git synced 2025-11-29 23:07:48 +02:00

- pregame will use same resolution as main game

- disabled most of now unused code for changing resolution
- added missing spell effect sounds
- adventure map spells sounds
- remaining fixes for big endian systems
This commit is contained in:
Ivan Savenko
2012-05-18 17:35:46 +00:00
parent d491bc1c3a
commit 45c2809a40
21 changed files with 473 additions and 234 deletions

View File

@@ -263,7 +263,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
if(makingTurn && ho->tempOwner == playerID) //we are moving our hero - we may need to update assigned path
{
//We may need to change music - select new track, music handler will change it if needed
CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(ho->visitablePos())->tertype]);
CCS->musich->playMusic(CCS->musich->terrainMusics[LOCPLINT->cb->getTile(ho->visitablePos())->tertype], -1);
if(details.result == TryMoveHero::TELEPORTATION)
{
@@ -2073,6 +2073,9 @@ void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellI
{
eraseCurrentPathOf(caster, false);
}
const CSpell * spell = CGI->spellh->spells[spellID];
if (vstd::contains(CCS->soundh->spellSounds, spell))
CCS->soundh->playSound(CCS->soundh->spellSounds[spell]);
}
void CPlayerInterface::eraseCurrentPathOf( const CGHeroInstance * ho, bool checkForExistanceOfPath /*= true */ )