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Renamed new types for consistency with code style

This commit is contained in:
Ivan Savenko
2023-10-21 14:50:42 +03:00
parent 31cf3442af
commit ac925bb786
94 changed files with 564 additions and 566 deletions

View File

@@ -87,7 +87,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(std::vector<CampaignHeroR
for(auto g = PrimarySkill::BEGIN; g < PrimarySkill::END; ++g)
{
auto sel = Selector::type()(BonusType::PRIMARY_SKILL)
.And(Selector::subtype()(TBonusSubtype(g)))
.And(Selector::subtype()(BonusSubtypeID(g)))
.And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
@@ -315,7 +315,7 @@ void CGameStateCampaign::giveCampaignBonusToHero(CGHeroInstance * hero)
continue;
auto currentScenario = *gameState->scenarioOps->campState->currentScenario();
auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, TBonusSourceID(currentScenario), TBonusSubtype(g) );
auto bb = std::make_shared<Bonus>( BonusDuration::PERMANENT, BonusType::PRIMARY_SKILL, BonusSource::CAMPAIGN_BONUS, val, BonusSourceID(currentScenario), BonusSubtypeID(g) );
hero->addNewBonus(bb);
}
break;