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@@ -640,10 +640,8 @@ void CPlayerInterface::battleNewStackAppeared(const CStack * stack)
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{ //another local interface should do this
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return;
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}
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//changing necessary things in battle interface
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//boost::unique_lock<boost::recursive_mutex> un(*pim);
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battleInt->newStack(stack);
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//battleInt->addNewAnim(new CDummyAnim(battleInt, 2)); //wait a moment
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}
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void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObstacles)
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@@ -686,7 +684,7 @@ void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
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return;
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}
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//boost::unique_lock<boost::recursive_mutex> un(*pim); //fixme: this one caused deadlock
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boost::unique_lock<boost::recursive_mutex> un(*pim); //fixme: this one caused deadlock
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for(std::set<ui32>::const_iterator it = bsr.stackIDs.begin(); it != bsr.stackIDs.end(); ++it) //for each removed stack
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{
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battleInt->stackRemoved(*it);
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@@ -820,9 +818,8 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
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if (defender && !i->isSecondary())
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battleInt->displayEffect(i->effect, defender->position);
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}
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StackAttackedInfo to_put = {defender, i->damageAmount, i->killedAmount, attacker, LOCPLINT->curAction->actionType==7, i->killed(), i->willRebirth()};
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StackAttackedInfo to_put = {defender, i->damageAmount, i->killedAmount, attacker, LOCPLINT->curAction->actionType==7, i->killed(), i->willRebirth(), i->cloneKilled()};
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arg.push_back(to_put);
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}
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if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
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