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fix a few comments. No code changes.

This commit is contained in:
AlexVinS
2014-05-21 13:02:20 +04:00
parent 6f65d2484b
commit 8a3b997fa5
6 changed files with 21 additions and 21 deletions

View File

@@ -412,20 +412,20 @@ void TryMoveHero::applyGs( CGameState *gs )
auto dir = getDir(start,end);
if(dir > 0 && dir <= 8)
h->moveDir = dir;
//else dont change movedir - hero might have traversed the subterranean gate, dorectopm shpuld be kept
//else don`t change move direction - hero might have traversed the subterranean gate, direction should be kept
}
if(result == EMBARK) //hero enters boat at dest tile
if(result == EMBARK) //hero enters boat at destination tile
{
const TerrainTile &tt = gs->map->getTile(CGHeroInstance::convertPosition(end, false));
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only vis obj at dest is Boat
assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
gs->map->removeBlockVisTiles(boat); //hero blockvis mask will be used, we don't need to duplicate it with boat
h->boat = boat;
boat->hero = h;
}
else if(result == DISEMBARK) //hero leaves boat to dest tile
else if(result == DISEMBARK) //hero leaves boat to destination tile
{
CGBoat *b = const_cast<CGBoat *>(h->boat);
b->direction = h->moveDir;