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Code style: serialize everything on own lines for easier debugging (#357)

This commit is contained in:
ArseniyShestakov
2017-07-31 16:35:42 +03:00
committed by GitHub
parent 980926a7bd
commit 9d9c026c85
49 changed files with 1207 additions and 326 deletions

View File

@@ -88,7 +88,8 @@ private:
public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CArmedInstance&>(*this) & creatures;
h & static_cast<CArmedInstance&>(*this);
h & creatures;
}
};
@@ -102,7 +103,8 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & id;
h & ID;
h & id;
}
};
class DLL_LINKAGE COPWBonus : public CGTownBuilding
@@ -189,15 +191,27 @@ public:
h & static_cast<CGDwelling&>(*this);
h & static_cast<IShipyard&>(*this);
h & static_cast<IMarket&>(*this);
h & name & builded & destroyed & identifier;
h & garrisonHero & visitingHero;
h & alignment & forbiddenBuildings & builtBuildings & bonusValue
& possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
h & name;
h & builded;
h & destroyed;
h & identifier;
h & garrisonHero;
h & visitingHero;
h & alignment;
h & forbiddenBuildings;
h & builtBuildings;
h & bonusValue;
h & possibleSpells;
h & obligatorySpells;
h & spells;
h & events;
h & bonusingBuildings;
for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
(*i)->town = this;
h & town & townAndVis;
h & town;
h & townAndVis;
BONUS_TREE_DESERIALIZATION_FIX
vstd::erase_if(builtBuildings, [this](BuildingID building) -> bool