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Merge pull request #1103 from Nordsoft91/autobattle-bugfix

Preventing multiple AI from being created
This commit is contained in:
Andrii Danylchenko 2022-11-10 15:18:24 +02:00 committed by GitHub
commit c5cf0e4086
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2 changed files with 8 additions and 4 deletions

View File

@ -859,17 +859,17 @@ void CBattleInterface::reallySurrender()
void CBattleInterface::bAutofightf()
{
if (spellDestSelectMode) //we are casting a spell
if(spellDestSelectMode) //we are casting a spell
return;
//Stop auto-fight mode
if (curInt->isAutoFightOn)
if(curInt->isAutoFightOn)
{
assert(curInt->autofightingAI);
curInt->isAutoFightOn = false;
logGlobal->trace("Stopping the autofight...");
}
else
else if(!curInt->autofightingAI)
{
curInt->isAutoFightOn = true;
blockUI(true);
@ -1619,7 +1619,9 @@ void CBattleInterface::activateStack()
setActiveStack(stackToActivate);
stackToActivate = nullptr;
const CStack *s = activeStack;
const CStack * s = activeStack;
if(!s)
return;
queue->update();
redrawBackgroundWithHexes(activeStack);

View File

@ -536,6 +536,8 @@ void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf
for(auto & object : objects)
{
const CGObjectInstance * obj = object.obj;
if(!obj)
continue;
const bool sameLevel = obj->pos.z == pos.z;