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Unified CStack ammo, casts and counterattacks
* it is possible now to add casts and shoots OTF (f.e. with spell bonus) Centralized stack 'ammo' loading from bonus system. * introduced small proxy class for local bonus cache (no need to use global cache if particular selector used on node only in one place) * handle killing resurrected creatures * use IBonusBearer::MaxHealth() where possible * Fixed https://bugs.vcmi.eu/view.php?id=2486 * Possible fix for 0 HP after resurrection. * Hack-fixed https://bugs.vcmi.eu/view.php?id=2584 * Unified CStack health API * Use CHealth for CStack count and health points * increased SERIALIZATION_VERSION
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@@ -568,7 +568,7 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
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{
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return s->owner == player
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&& vstd::contains(s->state, EBattleStackState::SUMMONED)
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&& !vstd::contains(s->state, EBattleStackState::CLONED);
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&& !s->isClone();
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});
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for(const CStack * s : stacks)
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{
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