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* handle BIND_EFFECT by bonus type
This commit is contained in:
AlexVinS
2016-10-01 08:04:39 +03:00
parent 04f7b4f951
commit a1ff409080
2 changed files with 2 additions and 2 deletions

View File

@ -470,7 +470,7 @@ ui32 IBonusBearer::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
return 0; return 0;
} }
//bind effect check - doesn't influence stack initiative //bind effect check - doesn't influence stack initiative
if (useBind && getEffect (SpellID::BIND)) if(useBind && hasBonus(Selector::type(Bonus::BIND_EFFECT).And(Selector::turns(turn))))
{ {
return 0; return 0;
} }

View File

@ -4482,7 +4482,7 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
if (st->alive()) if (st->alive())
{ {
//unbind //unbind
if (st->getEffect (SpellID::BIND)) if(st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
{ {
bool unbind = true; bool unbind = true;
BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT))); BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));