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Removed CGHeroInstance::getPosition pseudo-override
Now access to hero visible position is always done via visitablePos
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@@ -46,8 +46,6 @@ class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator,
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friend class CCampaignState;
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friend class CMapLoaderH3M;
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using CArmedInstance::getPosition; //FIXME: recheck: overloaded-virtual
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private:
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std::set<SpellID> spells; //known spells (spell IDs)
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@@ -161,7 +159,6 @@ public:
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ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from, const TurnInfo * ti) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
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TerrainId getNativeTerrain() const;
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ui32 getLowestCreatureSpeed() const;
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int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
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si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
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int getCurrentLuck(int stack=-1, bool town=false) const;
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