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Spell_levels are not necessary in the end.

Fixes. Game won't crash when displaying info for war machines. However, they should be handled as regular stacks during battle.
This commit is contained in:
DjWarmonger
2011-05-13 14:33:48 +00:00
parent b02527566c
commit db386915d1
4 changed files with 11 additions and 36 deletions

View File

@@ -322,24 +322,5 @@ void CSpellHandler::loadSpells()
}
}
ast.close();
//ast.open(DATA_DIR "/config/spell_levels.txt", std::ios::binary);
//if(!ast.is_open())
//{
// tlog1<<"lack of config/spell_levels.txt file!"<<std::endl;
//}
//else
//{
// //custom levels of spells. Level 0 seems to not be supported correctly, but we can replace it it something else
// int spellID;
// ast>>spellID;
// int buf;
// while(spellID != -1)
// {
// ast >> buf;
// spells[spellID]->level = buf;
// ast>>spellID;
// }
//}
//ast.close();
spells.push_back(spells[80]); //clone Acid Breath attributes for Acid Breath damage effect
}