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Visual fix - destroy shooters together with tower

This commit is contained in:
Dydzio 2018-03-02 15:36:44 +01:00
parent e68a2e7ef5
commit fb9ee9ddf7

View File

@ -4340,6 +4340,7 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
attack.attackedPart = attackedPart; attack.attackedPart = attackedPart;
attack.destinationTile = destination; attack.destinationTile = destination;
attack.damageDealt = 0; attack.damageDealt = 0;
BattleUnitsChanged removeUnits;
int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful int dmgChance[] = { stackBallisticsParameters.noDmg, stackBallisticsParameters.oneDmg, stackBallisticsParameters.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
@ -4379,7 +4380,6 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
break; break;
} }
BattleUnitsChanged removeUnits;
for(auto & elem : gs->curB->stacks) for(auto & elem : gs->curB->stacks)
{ {
if(elem->initialPosition == posRemove) if(elem->initialPosition == posRemove)
@ -4388,13 +4388,14 @@ bool CGameHandler::makeBattleAction(BattleAction &ba)
break; break;
} }
} }
if(!removeUnits.changedStacks.empty())
sendAndApply(&removeUnits);
} }
ca.attacker = ba.stackNumber; ca.attacker = ba.stackNumber;
ca.attackedParts.push_back(attack); ca.attackedParts.push_back(attack);
sendAndApply(&ca); sendAndApply(&ca);
if(!removeUnits.changedStacks.empty())
sendAndApply(&removeUnits);
} }
//finish by scope guard //finish by scope guard
break; break;