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https://github.com/vcmi/vcmi.git
synced 2025-07-13 01:20:34 +02:00
Significant changes to saving system. Now both client and server store their lib part.
Desync detection upon loading. Fixed many desyncs. (more remain) Monsters won't have creature count 0 even if that is set as creature properties.
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@ -172,7 +172,6 @@ public:
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si32 subID; //normal subID (this one from OH3 maps ;])
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ObjectInstanceID id;//number of object in map's vector
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CGDefInfo * defInfo;
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ui8 animPhaseShift;
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TPlayerColor tempOwner;
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bool blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
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@ -211,7 +210,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & hoverName & pos & ID & subID & id & animPhaseShift & tempOwner & blockVisit & defInfo;
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h & hoverName & pos & ID & subID & id & tempOwner & blockVisit & defInfo;
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//definfo is handled by map serializer
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}
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protected:
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@ -591,7 +590,7 @@ public:
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std::vector<CGTownBuilding*> bonusingBuildings;
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std::vector<SpellID> possibleSpells, obligatorySpells;
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std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
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std::list<CCastleEvent*> events;
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std::list<CCastleEvent> events;
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std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
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//////////////////////////////////////////////////////////////////////////
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