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Refactored player-specific data into single struct BattleState.

This commit is contained in:
Michał W. Urbańczyk
2013-07-21 22:01:29 +00:00
parent 491bd557ef
commit d8a27d8f3c
13 changed files with 212 additions and 137 deletions

View File

@@ -90,8 +90,8 @@
#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[0], function, __VA_ARGS__) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[1], function, __VA_ARGS__) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[0].color, function, __VA_ARGS__) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[1].color, function, __VA_ARGS__) \
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__)
/*
* NetPacksClient.cpp, part of VCMI engine
@@ -624,7 +624,9 @@ void BattleSetActiveStack::applyCl( CClient *cl )
PlayerColor playerToCall; //player that will move activated stack
if( activated->hasBonusOfType(Bonus::HYPNOTIZED) )
{
playerToCall = ( GS(cl)->curB->sides[0] == activated->owner ? GS(cl)->curB->sides[1] : GS(cl)->curB->sides[0] );
playerToCall = ( GS(cl)->curB->sides[0].color == activated->owner
? GS(cl)->curB->sides[1].color
: GS(cl)->curB->sides[0].color );
}
else
{