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get rid of CBattleInfoCallback::calculateSpellDmg
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@@ -4105,7 +4105,7 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
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if (spellDamage)
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bsa.damageAmount = spellDamage >> chainLightningModifier;
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else
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bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
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bsa.damageAmount = spell->calculateDamage(caster, attackedCre, spellLvl, usedSpellPower) >> chainLightningModifier;
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sc.dmgToDisplay += bsa.damageAmount;
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@@ -4710,14 +4710,14 @@ void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, c
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oneTimeObstacle = true;
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effect = 82; //makes
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damage = gs->curB->calculateSpellDmg(SpellID(SpellID::LAND_MINE).toSpell(), hero, curStack,
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damage = SpellID(SpellID::LAND_MINE).toSpell()->calculateDamage(hero, curStack,
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spellObstacle->spellLevel, spellObstacle->casterSpellPower);
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//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
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//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
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}
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else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
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{
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damage = gs->curB->calculateSpellDmg(SpellID(SpellID::FIRE_WALL).toSpell(), hero, curStack,
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damage = SpellID(SpellID::FIRE_WALL).toSpell()->calculateDamage(hero, curStack,
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spellObstacle->spellLevel, spellObstacle->casterSpellPower);
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}
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else
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