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	-Fixed crash #1037
-AI can now successfully complete several types of quests. -Lots of tweaks for AI TODO: fix bizarre crash when opening borderguard
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		| @@ -1468,6 +1468,19 @@ void CGameState::init(StartInfo * si) | ||||
| 		if(obj->ID == 62) //prison also needs to initialize hero | ||||
| 			static_cast<CGHeroInstance*>(obj)->initHero(); | ||||
| 	} | ||||
| 	BOOST_FOREACH(CGObjectInstance *obj, map->objects) | ||||
| 	{ | ||||
| 		switch (obj->ID) | ||||
| 		{ | ||||
| 			case Obj::QUEST_GUARD: | ||||
| 			case Obj::SEER_HUT: | ||||
| 			{ | ||||
| 				auto q = static_cast<CGSeerHut*>(obj); | ||||
| 				assert (q); | ||||
| 				q->setObjToKill(); | ||||
| 			} | ||||
| 		} | ||||
| 	} | ||||
| 	CGTeleport::postInit(); //pairing subterranean gates | ||||
|  | ||||
| 	buildBonusSystemTree(); | ||||
|   | ||||
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