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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Travis errors & warnings fix

This commit is contained in:
Dmitry Orlov 2020-09-28 16:39:55 +03:00
parent 38fd05f655
commit ae3b8e4916
3 changed files with 4 additions and 3 deletions

View File

@ -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);
}
}
}

View File

@ -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

View File

@ -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