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@@ -1101,8 +1101,8 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
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curInt->battleInt = this;
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//initializing armies
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- this->army1 = army1;
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- this->army2 = army2;
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+ this->army1 = *army1;
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+ this->army2 = *army2;
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std::map<int, CStack> stacks = curInt->cb->battleGetStacks();
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for(std::map<int, CStack>::iterator b=stacks.begin(); b!=stacks.end(); ++b)
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{
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@@ -3638,7 +3638,7 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect
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{
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int bestMonsterID = -1;
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int bestPower = 0;
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- for(TSlots::const_iterator it = owner->army1->Slots().begin(); it!=owner->army1->Slots().end(); ++it)
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+ for(TSlots::const_iterator it = owner->army1.Slots().begin(); it!=owner->army1.Slots().end(); ++it)
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{
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if( it->second.type->AIValue > bestPower)
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{
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@@ -3660,7 +3660,7 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect
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{
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int bestMonsterID = -1;
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int bestPower = 0;
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- for(TSlots::const_iterator it = owner->army2->Slots().begin(); it!=owner->army2->Slots().end(); ++it)
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+ for(TSlots::const_iterator it = owner->army2.Slots().begin(); it!=owner->army2.Slots().end(); ++it)
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{
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if( it->second.type->AIValue > bestPower)
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{
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