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- H3 creatures use subset of mod creature format (todo - unify code)

- creatures configs moved into confg/creatures files, similar to factions.
 - creatures ID's use same camelCase format as the rest of the game
This commit is contained in:
Ivan Savenko
2012-12-22 16:47:12 +00:00
parent 406d43dc27
commit 8824f5e2d5
35 changed files with 4086 additions and 3495 deletions

View File

@ -381,6 +381,7 @@ void CHeroHandler::loadHeroes()
std::string refName = parser.readString();
boost::algorithm::replace_all(refName, " ", ""); //remove spaces
refName[0] = std::tolower(refName[0]); // to camelCase
VLC->modh->identifiers.requestIdentifier(std::string("creature.") + refName, [=](si32 creature)
{
hero->initialArmy[x].creature = creature;