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All battle effects are now fully client sided
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@@ -200,7 +200,7 @@ public:
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void battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged) override;
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void battleStartBefore(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) override; //called by engine just before battle starts; side=0 - left, side=1 - right
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void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) override; //called by engine when battle starts; side=0 - left, side=1 - right
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void battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects) override;
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void battleUnitsChanged(const std::vector<UnitChanges> & units) override;
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void battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles) override;
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void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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void battleGateStateChanged(const EGateState state) override;
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