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end of battle art assembling fix
This commit is contained in:
committed by
Ivan Savenko
parent
3e1e41ef59
commit
d5cef0c069
@@ -272,15 +272,18 @@ void EraseArtifact::applyCl(CClient *cl)
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callInterfaceIfPresent(cl, al.owningPlayer(), &IGameEventsReceiver::artifactRemoved, al);
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}
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void MoveArtifact::applyCl(CClient *cl)
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void MoveArtifact::applyCl(CClient * cl)
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{
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callInterfaceIfPresent(cl, src.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);
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callInterfaceIfPresent(cl, src.owningPlayer(), &IGameEventsReceiver::artifactPossibleAssembling, dst);
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if(src.owningPlayer() != dst.owningPlayer())
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auto moveArtifact = [this, cl](PlayerColor player) -> void
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{
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callInterfaceIfPresent(cl, dst.owningPlayer(), &IGameEventsReceiver::artifactMoved, src, dst);
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callInterfaceIfPresent(cl, dst.owningPlayer(), &IGameEventsReceiver::artifactPossibleAssembling, dst);
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}
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callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactMoved, src, dst);
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if(askAssemble)
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callInterfaceIfPresent(cl, player, &IGameEventsReceiver::artifactPossibleAssembling, dst);
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};
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moveArtifact(src.owningPlayer());
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if(src.owningPlayer() != dst.owningPlayer())
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moveArtifact(dst.owningPlayer());
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}
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void BulkMoveArtifacts::applyCl(CClient * cl)
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