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vcmi: rename HeroBonus.h to Bonus.h
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@@ -1158,7 +1158,7 @@ int64_t CGameHandler::applyBattleEffects(BattleAttack & bat, std::shared_ptr<bat
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{
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if(attackerState->hasBonusOfType(Bonus::SOUL_STEAL, subtype))
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{
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int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->MaxHealth();
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int64_t toHeal = bsa.killedAmount * attackerState->valOfBonuses(Bonus::SOUL_STEAL, subtype) * attackerState->getMaxHealth();
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attackerState->heal(toHeal, EHealLevel::OVERHEAL, ((subtype == 0) ? EHealPower::ONE_BATTLE : EHealPower::PERMANENT));
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drainedLife += toHeal;
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break;
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@@ -6003,7 +6003,7 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
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resurrectInfo.type = attacker->creatureId();
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if(attacker->hasBonusOfType((Bonus::TRANSMUTATION), 0))
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resurrectInfo.count = std::max((defender->getCount() * defender->MaxHealth()) / resurrectInfo.type.toCreature()->MaxHealth(), 1u);
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resurrectInfo.count = std::max((defender->getCount() * defender->getMaxHealth()) / resurrectInfo.type.toCreature()->getMaxHealth(), 1u);
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else if (attacker->hasBonusOfType((Bonus::TRANSMUTATION), 1))
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resurrectInfo.count = defender->getCount();
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else
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@@ -6044,7 +6044,7 @@ void CGameHandler::handleAfterAttackCasting(bool ranged, const CStack * attacker
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BattleStackAttacked bsa;
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bsa.attackerID = -1;
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bsa.stackAttacked = defender->unitId();
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bsa.damageAmount = amountToDie * defender->MaxHealth();
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bsa.damageAmount = amountToDie * defender->getMaxHealth();
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bsa.flags = BattleStackAttacked::SPELL_EFFECT;
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bsa.spellID = SpellID::SLAYER;
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defender->prepareAttacked(bsa, getRandomGenerator());
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@@ -6488,7 +6488,7 @@ void CGameHandler::runBattle()
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bte.stackID = stack->unitId();
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bte.effect = Bonus::HP_REGENERATION;
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const int32_t lostHealth = stack->MaxHealth() - stack->getFirstHPleft();
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const int32_t lostHealth = stack->getMaxHealth() - stack->getFirstHPleft();
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if(stack->hasBonusOfType(Bonus::HP_REGENERATION))
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bte.val = std::min(lostHealth, stack->valOfBonuses(Bonus::HP_REGENERATION));
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