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Adventure map spells are no longer visible on units in battle

This commit is contained in:
Ivan Savenko 2023-04-20 13:16:45 +03:00
parent 9882c37ce3
commit 4dc16b9ff7
2 changed files with 2 additions and 1 deletions

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@ -5,6 +5,7 @@
* Fixed empty Black Market on game start * Fixed empty Black Market on game start
* Fixed bad morale happening after waiting * Fixed bad morale happening after waiting
* Fixed good morale happening after defeating last enemy unit * Fixed good morale happening after defeating last enemy unit
* Adventure map spells are no longer visible on units in battle
* RMG settings will now show all existing in game templates and not just those suitable for current settings * RMG settings will now show all existing in game templates and not just those suitable for current settings
* RMG settings (map size and two-level maps) that are not compatible with current template will be blocked * RMG settings (map size and two-level maps) that are not compatible with current template will be blocked
* Fixed centering of scenario information window * Fixed centering of scenario information window

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@ -133,7 +133,7 @@ std::vector<si32> CStack::activeSpells() const
CSelector selector = Selector::sourceType()(Bonus::SPELL_EFFECT) CSelector selector = Selector::sourceType()(Bonus::SPELL_EFFECT)
.And(CSelector([](const Bonus * b)->bool .And(CSelector([](const Bonus * b)->bool
{ {
return b->type != Bonus::NONE; return b->type != Bonus::NONE && SpellID(b->sid).toSpell() && !SpellID(b->sid).toSpell()->isAdventure();
})); }));
TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str()); TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());