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Fixed #180. Minor tweaks.

DjWarmonger 14 years ago
parent
commit
c850ee6fe0
2 changed files with 5 additions and 3 deletions
  1. 2 3
      client/CCreatureWindow.cpp
  2. 3 0
      lib/BattleState.cpp

+ 2 - 3
client/CCreatureWindow.cpp

@@ -335,9 +335,8 @@ void CCreatureWindow::showAll(SDL_Surface * to)
 
 	printLine(0, CGI->generaltexth->primarySkillNames[0], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), stackNode->Attack());
 	printLine(1, CGI->generaltexth->primarySkillNames[1], c->valOfBonuses(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE), stackNode->Defense());
-	//if(c->shots)
-	//	printLine(2, CGI->generaltexth->allTexts[198], c->shots);
-	if(stackNode->valOfBonuses(Bonus::SHOTS))
+
+	if(stackNode->valOfBonuses(Bonus::SHOTS) && stackNode->hasBonusOfType(Bonus::SHOOTER)) //only for shooting units - important with wog exp shooters
 		printLine(2, CGI->generaltexth->allTexts[198], stackNode->valOfBonuses(Bonus::SHOTS));
 
 	//TODO

+ 3 - 0
lib/BattleState.cpp

@@ -1789,6 +1789,9 @@ SpellCasting::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance
 		if (spell->positiveness ==1 && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
 			return SpellCasting::OK;
 
+		if ((spell->id == 41 || spell->id == 42) && subject->hasBonusOfType(Bonus::UNDEAD)) //undeads are immune to bless & curse
+			return SpellCasting::STACK_IMMUNE_TO_SPELL; //TODO: more general logic for new spells?
+
 		if (spell->fire)
 		{