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