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Travis errors & warnings fix
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parent
38fd05f655
commit
ae3b8e4916
@ -118,11 +118,11 @@ struct DLL_LINKAGE CGPathNode
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{
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if(getUpNode)
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{
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pq->increase(this->pqHandle, this);
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pq->increase(this->pqHandle);
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}
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else
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{
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pq->decrease(this->pqHandle, this);
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pq->decrease(this->pqHandle);
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}
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}
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}
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@ -181,7 +181,7 @@ public:
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void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
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void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
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bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, PlayerColor asker = PlayerColor::NEUTRAL);
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero);
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override;
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void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
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void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
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void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
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@ -70,6 +70,7 @@ public:
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void showCompInfo(ShowInInfobox * comp) override {};
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void heroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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void visitCastleObjects(const CGTownInstance * obj, const CGHeroInstance * hero) override {};
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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
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, bool creatureBank = false) override {}; //if any of armies is hero, hero will be used
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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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