mirror of
https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
Fix quick combat regression
This commit is contained in:
@@ -640,7 +640,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
|
||||
//quick combat with neutral creatures only
|
||||
auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
|
||||
if((!autoBattleResultRefused && !allowBattleReplay && army2_object
|
||||
&& army2_object->getOwner() == PlayerColor::UNFLAGGABLE
|
||||
&& (army2_object->getOwner() == PlayerColor::UNFLAGGABLE || army2_object->getOwner() == PlayerColor::NEUTRAL)
|
||||
&& settings["adventure"]["quickCombat"].Bool())
|
||||
|| settings["adventure"]["alwaysSkipCombat"].Bool())
|
||||
{
|
||||
@@ -785,7 +785,10 @@ void CPlayerInterface::activeStack(const CStack * stack) //called when it's turn
|
||||
if (autofightingAI)
|
||||
{
|
||||
if (isAutoFightOn)
|
||||
{
|
||||
autofightingAI->activeStack(stack);
|
||||
return;
|
||||
}
|
||||
|
||||
cb->unregisterBattleInterface(autofightingAI);
|
||||
autofightingAI.reset();
|
||||
|
Reference in New Issue
Block a user