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	Town: update appearance in applyGs to avoid desyncs. Fix issue 2464
Netpacks NewStructures and RazeStructures
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		| @@ -416,8 +416,6 @@ void NewStructures::applyCl( CClient *cl ) | ||||
| 	CGTownInstance *town = GS(cl)->getTown(tid); | ||||
| 	for(const auto & id : bid) | ||||
| 	{ | ||||
| 		town->updateAppearance(); | ||||
|  | ||||
| 		if(vstd::contains(cl->playerint,town->tempOwner)) | ||||
| 			cl->playerint[town->tempOwner]->buildChanged(town,id,1); | ||||
| 	} | ||||
| @@ -427,8 +425,6 @@ void RazeStructures::applyCl (CClient *cl) | ||||
| 	CGTownInstance *town = GS(cl)->getTown(tid); | ||||
| 	for(const auto & id : bid) | ||||
| 	{ | ||||
| 		town->updateAppearance(); | ||||
|  | ||||
| 		if(vstd::contains (cl->playerint,town->tempOwner)) | ||||
| 			cl->playerint[town->tempOwner]->buildChanged (town,id,2); | ||||
| 	} | ||||
|   | ||||
| @@ -533,6 +533,8 @@ DLL_LINKAGE void NewStructures::applyGs( CGameState *gs ) | ||||
| 	{ | ||||
| 		assert(t->town->buildings.at(id) != nullptr); | ||||
| 		t->builtBuildings.insert(id); | ||||
|  | ||||
| 		t->updateAppearance(); | ||||
| 	} | ||||
| 	t->builded = builded; | ||||
| 	t->recreateBuildingsBonuses(); | ||||
| @@ -543,6 +545,8 @@ DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs ) | ||||
| 	for(const auto & id : bid) | ||||
| 	{ | ||||
| 		t->builtBuildings.erase(id); | ||||
|  | ||||
| 		t->updateAppearance(); | ||||
| 	} | ||||
| 	t->destroyed = destroyed; //yeaha | ||||
| 	t->recreateBuildingsBonuses(); | ||||
|   | ||||
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