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Code style: remove default value hints in definitions (#342)
Some are outdated and this is something IDE are useful for.
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@@ -515,7 +515,7 @@ void CGameHandler::changePrimSkill(const CGHeroInstance * hero, PrimarySkill::Pr
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}
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}
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void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs/*=false*/)
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void CGameHandler::changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs)
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{
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if(!hero)
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{
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@@ -2025,7 +2025,7 @@ void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
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sendAndApply(&sop);
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}
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bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker /*= 255*/)
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bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, bool transit, PlayerColor asker)
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{
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const CGHeroInstance *h = getHero(hid);
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// not turn of that hero or player can't simply teleport hero (at least not with this function)
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@@ -2211,7 +2211,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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}
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}
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bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker/* = 255*/)
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bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker)
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{
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const CGHeroInstance *h = getHero(hid);
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const CGTownInstance *t = getTown(dstid);
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@@ -2870,7 +2870,7 @@ bool CGameHandler::disbandCreature(ObjectInstanceID id, SlotID pos)
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return true;
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}
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bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force /*=false*/)
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bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, bool force)
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{
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const CGTownInstance * t = getTown(tid);
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if (!t)
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@@ -5493,7 +5493,7 @@ bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, T
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return true;
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}
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bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
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bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval)
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{
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if (!sl.army->hasStackAtSlot(sl.slot))
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COMPLAIN_RET("Cannot find a stack to erase");
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@@ -5511,7 +5511,7 @@ bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = fal
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return true;
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}
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bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
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bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue)
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{
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TQuantity currentCount = sl.army->getStackCount(sl.slot);
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if ((absoluteValue && count < 0)
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