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Fixed #1055 - hang when creature performed automatic (not controleld by player) action.
Fixed possible crash on arrow turret turn.
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@@ -119,7 +119,7 @@ public:
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void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
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void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
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void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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void checkForBattleEnd();
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void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
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void setBattleResult(int resultType, int victoriusSide);
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@@ -197,6 +197,7 @@ public:
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void playerMessage( ui8 player, const std::string &message);
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bool makeBattleAction(BattleAction &ba);
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bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
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void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
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int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
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bool makeCustomAction(BattleAction &ba);
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