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@@ -693,12 +693,12 @@ void CPlayerInterface::battleStartBefore(const CCreatureSet *army1, const CCreat
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void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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- bool replay = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2); //will be true if player already refused auto-battle result
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+ bool autoBattleResultRefused = (lastBattleArmies.first == army1 && lastBattleArmies.second == army2);
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lastBattleArmies.first = army1;
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lastBattleArmies.second = army2;
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//quick combat with neutral creatures only
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auto * army2_object = dynamic_cast<const CGObjectInstance *>(army2);
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- if((!replay && !allowBattleReplay && army2_object
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+ if((!autoBattleResultRefused && !allowBattleReplay && army2_object
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&& army2_object->getOwner() == PlayerColor::UNFLAGGABLE
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&& settings["adventure"]["quickCombat"].Bool())
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|| settings["adventure"]["alwaysSkipCombat"].Bool())
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@@ -909,9 +909,9 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
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if(!battleInt)
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{
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- bool replay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool(); //do not allow manual replay
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+ bool allowManualReplay = allowBattleReplay && !settings["adventure"]["alwaysSkipCombat"].Bool();
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allowBattleReplay = false;
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- auto wnd = std::make_shared<BattleResultWindow>(*br, *this, replay);
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+ auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);
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wnd->resultCallback = [=](ui32 selection)
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{
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cb->selectionMade(selection, queryID);
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