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Merge remote-tracking branch 'upstream/develop' into develop

Xilmi 1 år sedan
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3f8a8733a2
2 ändrade filer med 9 tillägg och 9 borttagningar
  1. 8 8
      client/mainmenu/CMainMenu.cpp
  2. 1 1
      lib/mapObjects/CGTownInstance.cpp

+ 8 - 8
client/mainmenu/CMainMenu.cpp

@@ -171,13 +171,13 @@ static std::function<void()> genCommand(CMenuScreen * menu, std::vector<std::str
 				switch(std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
 				{
 				case 0:
-					return []() { CMainMenu::openLobby(ESelectionScreen::newGame, true, {}, ELoadMode::NONE);};
+					return []() { CMainMenu::openLobby(ESelectionScreen::newGame, true, {}, ELoadMode::NONE); };
 				case 1:
 					return []() { GH.windows().createAndPushWindow<CMultiMode>(ESelectionScreen::newGame); };
 				case 2:
-					return []() { CMainMenu::openLobby(ESelectionScreen::campaignList, true, {}, ELoadMode::NONE);};
+					return []() { CMainMenu::openLobby(ESelectionScreen::campaignList, true, {}, ELoadMode::NONE); };
 				case 3:
-					return std::bind(CMainMenu::startTutorial);
+					return []() { CMainMenu::startTutorial(); };
 				}
 				break;
 			}
@@ -186,25 +186,25 @@ static std::function<void()> genCommand(CMenuScreen * menu, std::vector<std::str
 				switch(std::find(gameType.begin(), gameType.end(), commands.front()) - gameType.begin())
 				{
 				case 0:
-					return []() { CMainMenu::openLobby(ESelectionScreen::loadGame, true, {}, ELoadMode::SINGLE);};
+					return []() { CMainMenu::openLobby(ESelectionScreen::loadGame, true, {}, ELoadMode::SINGLE); };
 				case 1:
 					return []() { GH.windows().createAndPushWindow<CMultiMode>(ESelectionScreen::loadGame); };
 				case 2:
-					return []() { CMainMenu::openLobby(ESelectionScreen::loadGame, true, {}, ELoadMode::CAMPAIGN);};
+					return []() { CMainMenu::openLobby(ESelectionScreen::loadGame, true, {}, ELoadMode::CAMPAIGN); };
 				case 3:
-					return []() { CMainMenu::openLobby(ESelectionScreen::loadGame, true, {}, ELoadMode::TUTORIAL);};
+					return []() { CMainMenu::openLobby(ESelectionScreen::loadGame, true, {}, ELoadMode::TUTORIAL); };
 
 				}
 			}
 			break;
 			case 4: //exit
 			{
-				return std::bind(CInfoWindow::showYesNoDialog, CGI->generaltexth->allTexts[69], std::vector<std::shared_ptr<CComponent>>(), do_quit, 0, PlayerColor(1));
+				return []() { CInfoWindow::showYesNoDialog(CGI->generaltexth->allTexts[69], std::vector<std::shared_ptr<CComponent>>(), do_quit, 0, PlayerColor(1)); };
 			}
 			break;
 			case 5: //highscores
 			{
-				return std::bind(CMainMenu::openHighScoreScreen);
+				return []() { CMainMenu::openHighScoreScreen(); };
 			}
 			}
 		}

+ 1 - 1
lib/mapObjects/CGTownInstance.cpp

@@ -478,7 +478,7 @@ void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
 		BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0));
 		int upgradeNum = 0;
 
-		for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(town->creatures.size()))
+		for (; town->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID))
 		{
 			if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
 				creatures[level].second.push_back(town->creatures[level][upgradeNum]);