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We need to know caster stack ID for proper projectile animation

This commit is contained in:
AlexVinS
2014-11-27 20:47:37 +03:00
parent 6893509f65
commit 657385e32c
4 changed files with 30 additions and 19 deletions

View File

@@ -1335,13 +1335,6 @@ DLL_LINKAGE void StartAction::applyGs( CGameState *gs )
DLL_LINKAGE void BattleSpellCast::applyGs( CGameState *gs )
{
assert(gs->curB);
if (castedByHero)
{
if (side < 2)
{
gs->curB->sides[side].castSpellsCount++;
}
}
const CSpell * spell = SpellID(id).toSpell();