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	Travis errors & warnings fix
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		| @@ -118,11 +118,11 @@ struct DLL_LINKAGE CGPathNode | ||||
| 		{ | ||||
| 			if(getUpNode) | ||||
| 			{ | ||||
| 				pq->increase(this->pqHandle, this); | ||||
| 				pq->increase(this->pqHandle); | ||||
| 			} | ||||
| 			else | ||||
| 			{ | ||||
| 				pq->decrease(this->pqHandle, this); | ||||
| 				pq->decrease(this->pqHandle); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
|   | ||||
| @@ -181,7 +181,7 @@ public: | ||||
| 	void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear); | ||||
| 	void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h); | ||||
| 	bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL); | ||||
| 	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero); | ||||
| 	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override; | ||||
| 	void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed | ||||
| 	void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them | ||||
| 	void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100 | ||||
|   | ||||
| @@ -70,6 +70,7 @@ public: | ||||
| 	void showCompInfo(ShowInInfobox * comp) override {}; | ||||
| 	void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; | ||||
| 	void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; | ||||
| 	void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {}; | ||||
| 	void startBattlePrimary(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, const CGTownInstance *town = nullptr) override {}; //use hero=nullptr for no hero | ||||
| 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used | ||||
| 	void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle | ||||
|   | ||||
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