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Adventure map spells are no longer visible on units in battle
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@ -5,6 +5,7 @@
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* Fixed empty Black Market on game start
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* Fixed empty Black Market on game start
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* Fixed bad morale happening after waiting
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* Fixed bad morale happening after waiting
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* Fixed good morale happening after defeating last enemy unit
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* Fixed good morale happening after defeating last enemy unit
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* Adventure map spells are no longer visible on units in battle
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* RMG settings will now show all existing in game templates and not just those suitable for current settings
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* RMG settings will now show all existing in game templates and not just those suitable for current settings
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* RMG settings (map size and two-level maps) that are not compatible with current template will be blocked
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* RMG settings (map size and two-level maps) that are not compatible with current template will be blocked
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* Fixed centering of scenario information window
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* Fixed centering of scenario information window
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@ -133,7 +133,7 @@ std::vector<si32> CStack::activeSpells() const
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CSelector selector = Selector::sourceType()(Bonus::SPELL_EFFECT)
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CSelector selector = Selector::sourceType()(Bonus::SPELL_EFFECT)
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.And(CSelector([](const Bonus * b)->bool
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.And(CSelector([](const Bonus * b)->bool
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{
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{
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return b->type != Bonus::NONE;
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return b->type != Bonus::NONE && SpellID(b->sid).toSpell() && !SpellID(b->sid).toSpell()->isAdventure();
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}));
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}));
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TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
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TConstBonusListPtr spellEffects = getBonuses(selector, Selector::all, cachingStr.str());
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