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parent
e32eaac8af
commit
f3b712e6ea
@ -717,7 +717,7 @@ void CTerrainRect::show()
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tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim);
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tilesw,tilesh,LOCPLINT->adventureInt->position.z,LOCPLINT->adventureInt->anim);
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SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),ekran,&genRect(547,594,7,6));
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SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),ekran,&genRect(547,594,7,6));
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SDL_FreeSurface(teren);
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SDL_FreeSurface(teren);
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if (currentPath) //drawing path
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if (currentPath && LOCPLINT->adventureInt->position.z==currentPath->startPos().z) //drawing path
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{
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{
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for (int i=0;i<currentPath->nodes.size()-1;i++)
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for (int i=0;i<currentPath->nodes.size()-1;i++)
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{
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{
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@ -51,7 +51,7 @@ bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
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else
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else
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hero=gs->players[player].heroes[ID];
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hero=gs->players[player].heroes[ID];
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}
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}
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else if (idtype==1 && player>=0) //szukamy lokalnie
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else if (idtype==1 && player>=0) //looking for it in local area
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{
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{
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for (int i=0; i<gs->players[player].heroes.size();i++)
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for (int i=0; i<gs->players[player].heroes.size();i++)
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{
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{
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@ -1519,6 +1519,9 @@ void CAmbarCendamo::deh3m()
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nt->pos = int3(spec->x, spec->y, spec->z);
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nt->pos = int3(spec->x, spec->y, spec->z);
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nt->possibleSpells = spec->possibleSpells;
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nt->possibleSpells = spec->possibleSpells;
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nt->obligatorySpells = spec->obligatorySpells;
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nt->obligatorySpells = spec->obligatorySpells;
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nt->availableSpells = std::vector<CSpell*>();
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nt->creatureIncome = std::vector<int>();
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nt->creaturesLeft = std::vector<int>();
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CGI->townh->townInstances.push_back(nt);
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CGI->townh->townInstances.push_back(nt);
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break;
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break;
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}
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}
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