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https://github.com/vcmi/vcmi.git
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* last revision reverted, mysterious bug
This commit is contained in:
parent
55f1c47c16
commit
59fcc15254
@ -80,7 +80,7 @@ struct ArmyDescriptor : public std::map<TSlot, CStackBasicDescriptor>
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struct DLL_LINKAGE InfoAboutArmy
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{
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TPlayerColor owner;
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ui8 owner;
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std::string name;
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ArmyDescriptor army;
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@ -212,7 +212,7 @@ int CObjectHandler::bankObjToIndex (const CGObjectInstance * obj)
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return 0;
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}
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}
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TPlayerColor CGObjectInstance::getOwner() const
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int CGObjectInstance::getOwner() const
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{
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//if (state)
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// return state->owner;
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@ -242,7 +242,7 @@ const std::string & CGObjectInstance::getHoverText() const
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{
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return hoverName;
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}
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void CGObjectInstance::setOwner(TPlayerColor ow)
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void CGObjectInstance::setOwner(int ow)
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{
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//if (state)
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// state->owner = ow;
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@ -2198,12 +2198,12 @@ void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result )
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}
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}
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void CGTownInstance::removeCapitols (TPlayerColor owner) const
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void CGTownInstance::removeCapitols (ui8 owner) const
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{
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if (hasCapitol()) // search if there's an older capitol
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{
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PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player
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for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
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for (std::vector<ConstTransitivePtr<CGTownInstance> >::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i)
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{
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if (*i != this && (*i)->hasCapitol())
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{
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@ -167,15 +167,15 @@ public:
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CGDefInfo * defInfo;
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ui8 animPhaseShift;
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TPlayerColor tempOwner;
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ui8 tempOwner;
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ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
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virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
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void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
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TPlayerColor getOwner() const;
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void setOwner(TPlayerColor ow);
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int getOwner() const;
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void setOwner(int ow);
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int getWidth() const; //returns width of object graphic in tiles
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int getHeight() const; //returns height of object graphic in tiles
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bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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@ -424,7 +424,7 @@ class DLL_LINKAGE CSpecObjInfo
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{
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public:
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virtual ~CSpecObjInfo(){};
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TPlayerColor player; //owner
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ui8 player; //owner
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};
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class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
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@ -637,7 +637,7 @@ public:
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bool hasBuilt(int buildingID, int townID) const;
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int dailyIncome() const; //calculates daily income of this town
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int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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void removeCapitols (TPlayerColor owner) const;
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void removeCapitols (ui8 owner) const;
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bool armedGarrison() const; //true if town has creatures in garrison or garrisoned hero
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CGTownInstance();
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@ -1475,7 +1475,7 @@ StackOwnerLimiter::StackOwnerLimiter()
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{
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}
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StackOwnerLimiter::StackOwnerLimiter(TPlayerColor Owner)
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StackOwnerLimiter::StackOwnerLimiter(ui8 Owner)
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: owner(Owner)
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{
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}
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@ -828,9 +828,9 @@ public:
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class DLL_LINKAGE StackOwnerLimiter : public ILimiter //applies only to creatures of given alignment
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{
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public:
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TPlayerColor owner;
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ui8 owner;
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StackOwnerLimiter();
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StackOwnerLimiter(TPlayerColor Owner);
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StackOwnerLimiter(ui8 Owner);
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int limit(const BonusLimitationContext &context) const OVERRIDE;
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@ -41,14 +41,14 @@ CGameState * CPrivilagedInfoCallback::gameState ()
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return gs;
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}
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TPlayerColor CGameInfoCallback::getOwner(int heroID) const
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int CGameInfoCallback::getOwner(int heroID) const
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{
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const CGObjectInstance *obj = getObj(heroID);
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ERROR_RET_VAL_IF(!obj, "No such object!", -1);
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return gs->map->objects[heroID]->tempOwner;
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}
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TResource CGameInfoCallback::getResource(TPlayerColor Player, int which) const
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int CGameInfoCallback::getResource(int Player, int which) const
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{
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const PlayerState *p = getPlayer(Player);
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ERROR_RET_VAL_IF(!p, "No player info!", -1);
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@ -56,7 +56,7 @@ TResource CGameInfoCallback::getResource(TPlayerColor Player, int which) const
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return p->resources[which];
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}
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const CGHeroInstance* CGameInfoCallback::getSelectedHero( TPlayerColor Player ) const
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const CGHeroInstance* CGameInfoCallback::getSelectedHero( int Player ) const
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{
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const PlayerState *p = getPlayer(Player);
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ERROR_RET_VAL_IF(!p, "No player info!", NULL);
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@ -68,12 +68,12 @@ const CGHeroInstance* CGameInfoCallback::getSelectedHero() const
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return getSelectedHero(gs->currentPlayer);
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}
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const PlayerSettings * CGameInfoCallback::getPlayerSettings(TPlayerColor color) const
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const PlayerSettings * CGameInfoCallback::getPlayerSettings(int color) const
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{
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return &gs->scenarioOps->getIthPlayersSettings(color);
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}
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void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, TPlayerColor player/*=-1*/, int mode/*=0*/ ) const
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void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player/*=-1*/, int mode/*=0*/ ) const
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{
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if(player >= GameConstants::PLAYER_LIMIT)
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{
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@ -103,7 +103,7 @@ void CPrivilagedInfoCallback::getTilesInRange( boost::unordered_set<int3, ShashI
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}
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}
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void CPrivilagedInfoCallback::getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, TPlayerColor Player/*=-1*/, int level, int surface ) const
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void CPrivilagedInfoCallback::getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int Player/*=-1*/, int level, int surface ) const
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{
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if(Player >= GameConstants::PLAYER_LIMIT)
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{
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@ -226,14 +226,14 @@ inline TerrainTile * CNonConstInfoCallback::getTile( int3 pos )
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return &gs->map->getTile(pos);
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}
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const PlayerState * CGameInfoCallback::getPlayer(TPlayerColor color, bool verbose) const
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const PlayerState * CGameInfoCallback::getPlayer(int color, bool verbose) const
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{
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ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!hasAccess(color), verbose, "Cannot access player " << color << "info!", NULL);
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ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!vstd::contains(gs->players,color), verbose, "Cannot find player " << color << "info!", NULL);
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return &gs->players[color];
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}
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const CTown * CGameInfoCallback::getNativeTown(TPlayerColor color) const
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const CTown * CGameInfoCallback::getNativeTown(int color) const
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{
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const PlayerSettings *ps = getPlayerSettings(color);
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ERROR_RET_VAL_IF(!ps, "There is no such player!", NULL);
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@ -442,7 +442,7 @@ bool CGameInfoCallback::verifyPath(CPath * path, bool blockSea) const
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return true;
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}
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bool CGameInfoCallback::isVisible(int3 pos, TPlayerColor Player) const
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bool CGameInfoCallback::isVisible(int3 pos, int Player) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->map->isInTheMap(pos) && (Player == -1 || gs->isVisible(pos, Player));
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@ -453,7 +453,7 @@ bool CGameInfoCallback::isVisible(int3 pos) const
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return isVisible(pos,player);
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}
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bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, TPlayerColor Player ) const
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bool CGameInfoCallback::isVisible( const CGObjectInstance *obj, int Player ) const
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{
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return gs->isVisible(obj, Player);
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}
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@ -640,12 +640,12 @@ const CMapHeader * CGameInfoCallback::getMapHeader() const
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return gs->map;
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}
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bool CGameInfoCallback::hasAccess(TPlayerColor playerId) const
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bool CGameInfoCallback::hasAccess(int playerId) const
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{
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return player < 0 || gs->getPlayerRelations( playerId, player );
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}
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int CGameInfoCallback::getPlayerStatus(TPlayerColor player) const
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int CGameInfoCallback::getPlayerStatus(int player) const
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{
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const PlayerState *ps = gs->getPlayer(player, false);
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if(!ps)
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@ -658,7 +658,7 @@ std::string CGameInfoCallback::getTavernGossip(const CGObjectInstance * townOrTa
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return "GOSSIP TEST";
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}
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int CGameInfoCallback::getPlayerRelations( TPlayerColor color1, TPlayerColor color2 ) const
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int CGameInfoCallback::getPlayerRelations( ui8 color1, ui8 color2 ) const
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{
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return gs->getPlayerRelations(color1, color2);
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}
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@ -668,7 +668,7 @@ bool CGameInfoCallback::canGetFullInfo(const CGObjectInstance *obj) const
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return !obj || hasAccess(obj->tempOwner);
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}
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int CGameInfoCallback::getHeroCount( TPlayerColor player, bool includeGarrisoned ) const
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int CGameInfoCallback::getHeroCount( int player, bool includeGarrisoned ) const
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{
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int ret = 0;
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const PlayerState *p = gs->getPlayer(player);
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@ -702,7 +702,7 @@ CGameInfoCallback::CGameInfoCallback()
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{
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}
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CGameInfoCallback::CGameInfoCallback(CGameState *GS, TPlayerColor Player)
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CGameInfoCallback::CGameInfoCallback(CGameState *GS, int Player)
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{
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gs = GS;
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player = Player;
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@ -851,7 +851,7 @@ const CGTownInstance* CPlayerSpecificInfoCallback::getTownBySerial(int serialId)
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return p->towns[serialId];
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}
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TResource CPlayerSpecificInfoCallback::getResourceAmount(int type) const
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int CPlayerSpecificInfoCallback::getResourceAmount(int type) const
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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ERROR_RET_VAL_IF(player == -1, "Applicable only for player callbacks", -1);
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@ -881,12 +881,12 @@ TeamState *CNonConstInfoCallback::getTeam(ui8 teamID)
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return const_cast<TeamState*>(CGameInfoCallback::getTeam(teamID));
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}
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TeamState *CNonConstInfoCallback::getPlayerTeam(TPlayerColor color)
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TeamState *CNonConstInfoCallback::getPlayerTeam(ui8 color)
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{
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return const_cast<TeamState*>(CGameInfoCallback::getPlayerTeam(color));
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}
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PlayerState * CNonConstInfoCallback::getPlayer( TPlayerColor color, bool verbose )
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PlayerState * CNonConstInfoCallback::getPlayer( ui8 color, bool verbose )
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{
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return const_cast<PlayerState*>(CGameInfoCallback::getPlayer(color, verbose));
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}
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@ -899,9 +899,9 @@ const TeamState * CGameInfoCallback::getTeam( ui8 teamID ) const
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return ret;
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}
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const TeamState * CGameInfoCallback::getPlayerTeam( TPlayerColor color ) const
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const TeamState * CGameInfoCallback::getPlayerTeam( ui8 teamID ) const
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{
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const PlayerState * ps = getPlayer(color);
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const PlayerState * ps = getPlayer(teamID);
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if (ps)
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return getTeam(ps->team);
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return NULL;
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@ -64,10 +64,10 @@ class DLL_LINKAGE CGameInfoCallback : public virtual CCallbackBase
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{
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protected:
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CGameInfoCallback();
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CGameInfoCallback(CGameState *GS, TPlayerColor Player);
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bool hasAccess(TPlayerColor playerId) const;
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bool isVisible(int3 pos, TPlayerColor Player) const;
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bool isVisible(const CGObjectInstance *obj, TPlayerColor Player) const;
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CGameInfoCallback(CGameState *GS, int Player);
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bool hasAccess(int playerId) const;
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bool isVisible(int3 pos, int Player) const;
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bool isVisible(const CGObjectInstance *obj, int Player) const;
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bool isVisible(const CGObjectInstance *obj) const;
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bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
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@ -80,15 +80,15 @@ public:
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bool isAllowed(int type, int id); //type: 0 - spell; 1- artifact; 2 - secondary skill
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//player
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const PlayerState * getPlayer(TPlayerColor color, bool verbose = true) const;
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TResource getResource(TPlayerColor Player, int which) const;
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const PlayerState * getPlayer(int color, bool verbose = true) const;
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int getResource(int Player, int which) const;
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bool isVisible(int3 pos) const;
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int getPlayerRelations(TPlayerColor color1, TPlayerColor color2) const;// 0 = enemy, 1 = ally, 2 = same player
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int getPlayerRelations(ui8 color1, ui8 color2) const;// 0 = enemy, 1 = ally, 2 = same player
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void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
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int getPlayerStatus(TPlayerColor player) const; //-1 if no such player
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int getPlayerStatus(int player) const; //-1 if no such player
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int getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
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virtual int getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
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const PlayerSettings * getPlayerSettings(TPlayerColor color) const;
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const PlayerSettings * getPlayerSettings(int color) const;
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//armed object
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@ -97,12 +97,12 @@ public:
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//hero
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const CGHeroInstance* getHero(int objid) const;
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const CGHeroInstance* getHeroWithSubid(int subid) const;
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int getHeroCount(TPlayerColor player, bool includeGarrisoned) const;
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int getHeroCount(int player, bool includeGarrisoned) const;
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bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
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int getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //when called during battle, takes into account creatures' spell cost reduction
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int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
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bool verifyPath(CPath * path, bool blockSea)const;
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const CGHeroInstance* getSelectedHero(TPlayerColor player) const; //NULL if no hero is selected
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const CGHeroInstance* getSelectedHero(int player) const; //NULL if no hero is selected
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const CGHeroInstance* getSelectedHero() const; //of current (active) player
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//objects
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@ -111,7 +111,7 @@ public:
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std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true)const;
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std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
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std::vector <std::string > getObjDescriptions(int3 pos)const; //returns descriptions of objects at pos in order from the lowest to the highest
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TPlayerColor getOwner(int heroID) const;
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int getOwner(int heroID) const;
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const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //NULL if object has been removed (eg. killed)
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//map
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@ -130,11 +130,11 @@ public:
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int canBuildStructure(const CGTownInstance *t, int ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
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virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
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const CTown *getNativeTown(TPlayerColor color) const;
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const CTown *getNativeTown(int color) const;
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//from gs
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const TeamState *getTeam(ui8 teamID) const;
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const TeamState *getPlayerTeam(TPlayerColor color) const;
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const TeamState *getPlayerTeam(ui8 color) const;
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std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) const;
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int canBuildStructure(const CGTownInstance *t, int ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
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};
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@ -157,10 +157,10 @@ public:
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std::vector <const CGObjectInstance * > getMyObjects() const; //returns all objects flagged by belonging player
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std::vector <QuestInfo> getMyQuests() const;
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TResource getResourceAmount(int type)const;
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int getResourceAmount(int type)const;
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TResources getResourceAmount() const;
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const std::vector< std::vector< std::vector<ui8> > > & getVisibilityMap()const; //returns visibility map
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const PlayerSettings * getPlayerSettings(TPlayerColor color) const;
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const PlayerSettings * getPlayerSettings(int color) const;
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};
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class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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@ -168,8 +168,8 @@ class DLL_LINKAGE CPrivilagedInfoCallback : public CGameInfoCallback
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public:
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CGameState * gameState ();
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void getFreeTiles (std::vector<int3> &tiles) const; //used for random spawns
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void getTilesInRange(boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, TPlayerColor player=-1, int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, TPlayerColor player=-1, int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
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void getTilesInRange(boost::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int player=-1, int mode=0) const; //mode 1 - only unrevealed tiles; mode 0 - all, mode -1 - only unrevealed
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void getAllTiles (boost::unordered_set<int3, ShashInt3> &tiles, int player=-1, int level=-1, int surface=0) const; //returns all tiles on given level (-1 - both levels, otherwise number of level); surface: 0 - land and water, 1 - only land, 2 - only water
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ui16 getRandomArt (int flags);
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ui16 getArtSync (ui32 rand, int flags); //synchronous
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void pickAllowedArtsSet(std::vector<const CArtifact*> &out); //gives 3 treasures, 3 minors, 1 major -> used by Black Market and Artifact Merchant
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@ -180,9 +180,9 @@ public:
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class DLL_LINKAGE CNonConstInfoCallback : public CPrivilagedInfoCallback
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{
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public:
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PlayerState *getPlayer(TPlayerColor color, bool verbose = true);
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PlayerState *getPlayer(ui8 color, bool verbose = true);
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TeamState *getTeam(ui8 teamID);//get team by team ID
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TeamState *getPlayerTeam(TPlayerColor color);// get team by player color
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TeamState *getPlayerTeam(ui8 color);// get team by player color
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CGHeroInstance *getHero(int objid);
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CGTownInstance *getTown(int objid);
|
||||
TerrainTile * getTile(int3 pos);
|
||||
@ -248,7 +248,7 @@ public:
|
||||
virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
|
||||
virtual void sendAndApply(CPackForClient * info)=0;
|
||||
virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map
|
||||
virtual void addQuest(TPlayerColor player, QuestInfo & quest){};
|
||||
virtual void addQuest(int player, QuestInfo & quest){};
|
||||
};
|
||||
|
||||
/// Interface class for handling general game logic and actions
|
||||
|
@ -16,7 +16,7 @@ namespace Res
|
||||
};
|
||||
|
||||
//class to be representing a vector of resource
|
||||
class ResourceSet : public std::vector<TResource>
|
||||
class ResourceSet : public std::vector<int>
|
||||
{
|
||||
public:
|
||||
DLL_LINKAGE ResourceSet();
|
||||
|
Loading…
Reference in New Issue
Block a user