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Completely remove IGameCallback class
- CClient now inherits directly from CPrivilegedInfoCallback, like IGameCallback did before. However CClient no longer needs dummy implementation of IGameEventCallback - CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for callback. Actual events can only be emitted in calls that receive IGameEventCallback pointer, e.g. heroVisit - CGameHandler now inherits directly from both CPrivilegedInfoCallback and IGameEventCallback as it did before via IGameCallback
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@@ -420,7 +420,7 @@ std::optional<ui8> CampaignState::getBonusID(CampaignScenarioID which) const
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return chosenCampaignBonuses.at(which);
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}
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std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, IGameCallback * cb)
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std::unique_ptr<CMap> CampaignState::getMap(CampaignScenarioID scenarioId, CPrivilegedInfoCallback * cb)
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{
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// FIXME: there is certainly better way to handle maps inside campaigns
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if(scenarioId == CampaignScenarioID::NONE)
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