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renamed CBonusSystemNode::popBonuses to removeBonusesRecursive
This commit is contained in:
committed by
ArseniyShestakov
parent
4c0a67041b
commit
d3e4fc6e7a
@ -1084,7 +1084,7 @@ DLL_LINKAGE void NewTurn::applyGs(CGameState *gs)
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gs->day = day;
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// Update bonuses before doing anything else so hero don't get more MP than needed
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gs->globalEffects.popBonuses(Bonus::OneDay); //works for children -> all game objs
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gs->globalEffects.removeBonusesRecursive(Bonus::OneDay); //works for children -> all game objs
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gs->globalEffects.reduceBonusDurations(Bonus::NDays);
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gs->globalEffects.reduceBonusDurations(Bonus::OneWeek);
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//TODO not really a single root hierarchy, what about bonuses placed elsewhere? [not an issue with H3 mechanics but in the future...]
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@ -1286,7 +1286,7 @@ void BattleResult::applyGs(CGameState *gs)
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{
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if(auto h = gs->curB->battleGetFightingHero(i))
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{
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h->popBonuses(Bonus::OneBattle); //remove any "until next battle" bonuses
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h->removeBonusesRecursive(Bonus::OneBattle); //remove any "until next battle" bonuses
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if (h->commander && h->commander->alive)
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{
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for (auto art : h->commander->artifactsWorn) //increment bonuses for commander artifacts
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@ -1342,7 +1342,7 @@ DLL_LINKAGE void BattleAttack::applyGs(CGameState * gs)
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for(BattleStackAttacked & stackAttacked : bsa)
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stackAttacked.applyGs(gs);
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attacker->popBonuses(Bonus::UntilAttack);
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attacker->removeBonusesRecursive(Bonus::UntilAttack);
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}
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DLL_LINKAGE void StartAction::applyGs(CGameState *gs)
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@ -1542,7 +1542,7 @@ DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState * gs)
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}
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case UNBIND:
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{
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stack->popBonuses(Selector::type(Bonus::BIND_EFFECT));
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stack->removeBonusesRecursive(Selector::type(Bonus::BIND_EFFECT));
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break;
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}
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case CLONED:
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