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Fixed compilation issues caused by merge
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parent
92d22bae63
commit
a69fcdd435
@ -120,7 +120,7 @@ void CGarrisonSlot::clickRight(tribool down, bool previousState)
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{
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if(down && creature)
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{
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GH.pushInt(createCreWindow(myStack, CCreatureWindow::ARMY));
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GH.pushInt(new CStackWindow(myStack, true));
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}
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}
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void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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@ -137,9 +137,9 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
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bool canDismiss = getObj()->tempOwner == LOCPLINT->playerID && (getObj()->stacksCount()>1 || !getObj()->needsLastStack());
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std::function<void()> upgr = nullptr;
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std::function<void(CreatureID)> upgr = nullptr;
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std::function<void()> dism = nullptr;
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if(canUpgrade) upgr = [=] { LOCPLINT->cb->upgradeCreature(getObj(), ID, pom.newID[0]); };
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if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };
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if(canDismiss) dism = [=] { LOCPLINT->cb->dismissCreature(getObj(), ID); };
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owner->selectSlot(nullptr);
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@ -150,8 +150,7 @@ void CGarrisonSlot::clickLeft(tribool down, bool previousState)
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redraw();
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refr = true;
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CIntObject *creWindow = createCreWindow(myStack, CCreatureWindow::HERO, upgr, dism, &pom);
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GH.pushInt(creWindow);
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GH.pushInt(new CStackWindow(myStack, dism, pom, upgr));
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}
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else
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{
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@ -3,6 +3,9 @@
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../widgets/CIntObjectClasses.h"
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#include "../widgets/CAnimation.h"
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#include "../../CCallback.h"
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#include "../../lib/BattleState.h"
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@ -12,9 +15,6 @@
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/CSpellHandler.h"
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#include "../gui/CGuiHandler.h"
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#include "../gui/CIntObjectClasses.h"
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using namespace CSDL_Ext;
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class CCreatureArtifactInstance;
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@ -1,7 +1,7 @@
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#pragma once
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#include "../../lib/HeroBonus.h"
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#include "../gui/CIntObject.h"
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#include "../widgets/MiscWidgets.h"
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/*
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* CCreatureWindow.h, part of VCMI engine
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@ -98,7 +98,7 @@ void CRecruitmentWindow::CCreatureCard::clickLeft(tribool down, bool previousSta
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void CRecruitmentWindow::CCreatureCard::clickRight(tribool down, bool previousState)
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{
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if (down)
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GH.pushInt(createCreWindow(creature->idNumber, CCreatureWindow::OTHER, 0));
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GH.pushInt(new CStackWindow(creature, true));
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}
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void CRecruitmentWindow::CCreatureCard::showAll(SDL_Surface * to)
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