2
0
Эх сурвалжийг харах

Rename and events modal mode always

nordsoft 2 жил өмнө
parent
commit
326791886d

+ 1 - 0
lib/mapObjects/CGPandoraBox.cpp

@@ -291,6 +291,7 @@ void CGPandoraBox::serializeJsonOptions(JsonSerializeFormat & handler)
 void CGEvent::init()
 {
 	blockVisit = false;
+	configuration.infoWindowType = EInfoWindowMode::MODAL;
 	
 	for(auto & i : configuration.info)
 	{

+ 6 - 6
lib/mapObjects/CRewardableObject.cpp

@@ -49,18 +49,18 @@ void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHer
 	grantReward(index, contextHero);
 }
 
-void CRewardableObject::selectRewardWthMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndeces, const MetaString & dialog) const
+void CRewardableObject::selectRewardWthMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const
 {
-	BlockingDialog sd(configuration.canRefuse, rewardIndeces.size() > 1);
+	BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1);
 	sd.player = contextHero->tempOwner;
 	sd.text = dialog;
 
-	if (rewardIndeces.size() > 1)
-		for (auto index : rewardIndeces)
+	if (rewardIndices.size() > 1)
+		for (auto index : rewardIndices)
 			sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero));
 
-	if (rewardIndeces.size() == 1)
-		configuration.info.at(rewardIndeces.front()).reward.loadComponents(sd.components, contextHero);
+	if (rewardIndices.size() == 1)
+		configuration.info.at(rewardIndices.front()).reward.loadComponents(sd.components, contextHero);
 
 	cb->showBlockingDialog(&sd);
 }

+ 1 - 1
lib/mapObjects/CRewardableObject.h

@@ -35,7 +35,7 @@ protected:
 	void serializeJsonOptions(JsonSerializeFormat & handler) override;
 	
 	virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const;
-	virtual void selectRewardWthMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndeces, const MetaString & dialog) const;
+	virtual void selectRewardWthMessage(const CGHeroInstance * contextHero, const std::vector<ui32> & rewardIndices, const MetaString & dialog) const;
 
 public:
 	/// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)