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CCreatureHandler: load old stack exp as global effects

It is more robust and more logical.
This commit is contained in:
Konstantin
2023-04-06 19:56:48 +03:00
parent 0f5f4c69ec
commit 9f8dcfc736
4 changed files with 21 additions and 74 deletions

View File

@ -1170,10 +1170,6 @@ void CModHandler::load()
allMods[modName].validation = CModInfo::FAILED;
logMod->info("\tLoading mod data: %d ms", timer.getDiff());
VLC->creh->loadCrExpBon();
VLC->creh->buildBonusTreeForTiers(); //do that after all new creatures are loaded
identifiers.finalize();
logMod->info("\tResolving identifiers: %d ms", timer.getDiff());