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Compile fixes.

Frank Zago 16 år sedan
förälder
incheckning
9aca713050

+ 1 - 1
AI/GeniusAI/CGeniusAI.h

@@ -4,7 +4,7 @@
 #include "Common.h"
 #include "BattleLogic.h"
 #include "GeneralAI.h"
-#include "..\..\lib\CondSh.h"
+#include "../../lib/CondSh.h"
 #include <set>
 #include <list>
 #include <queue>

+ 1 - 1
CGameInterface.h

@@ -117,7 +117,7 @@ public:
 	virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
 	virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
 	virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
-	virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
+	virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
 };
 class CAIHandler
 {

+ 2 - 2
client/CPlayerInterface.cpp

@@ -1158,7 +1158,7 @@ void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObs
 {
 }
 
-void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks)
+void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks)
 {
 	for(int b=0; b<healedStacks.size(); ++b)
 	{
@@ -1852,4 +1852,4 @@ void SystemOptions::apply()
 	CGI->musich->setVolume(musicVolume);
 	CGI->soundh->setVolume(soundVolume);
 	settingsChanged();
-}
+}

+ 1 - 1
client/CPlayerInterface.h

@@ -192,7 +192,7 @@ public:
 	void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
 	void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
 	void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
-	void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32>> & healedStacks); //called when stacks are healed / resurrected
+	void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks); //called when stacks are healed / resurrected
 
 
 	//-------------//

+ 1 - 1
client/NetPacksClient.cpp

@@ -436,7 +436,7 @@ void BattleResultsApplied::applyCl( CClient *cl )
 
 void StacksHealedOrResurrected::applyCl( CClient *cl )
 {
-	std::vector<std::pair<ui32, ui32>> shiftedHealed;
+	std::vector<std::pair<ui32, ui32> > shiftedHealed;
 	for(int v=0; v<healedStacks.size(); ++v)
 	{
 		shiftedHealed.push_back(std::make_pair(healedStacks[v].stackID, healedStacks[v].healedHP));