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@@ -47,6 +47,7 @@ public:
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double missleFrameAngles[12];
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int troopCountLocationOffset, attackClimaxFrame;
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std::string projectile;
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+ ui8 projectileSpin; //if true, appropriate projectile is spinning during flight
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///end of anim info
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//sound info
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@@ -109,7 +110,7 @@ public:
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& timeBetweenFidgets & walkAnimationTime & attackAnimationTime & flightAnimationDistance
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& upperRightMissleOffsetX & rightMissleOffsetX & lowerRightMissleOffsetX & upperRightMissleOffsetY & rightMissleOffsetY & lowerRightMissleOffsetY
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& missleFrameAngles & troopCountLocationOffset & attackClimaxFrame;
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- h & sounds & projectile;
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+ h & sounds & projectile & projectileSpin;
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h & doubleWide;
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}
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@@ -129,8 +130,6 @@ public:
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std::set<TCreature> doubledCreatures; //they get double week
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std::vector<ConstTransitivePtr<CCreature> > creatures; //creature ID -> creature info
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bmap<std::string,int> nameToID;
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- bmap<int,std::string> idToProjectile;
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- bmap<int,bool> idToProjectileSpin; //if true, appropriate projectile is spinning during flight
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std::vector<si8> factionAlignments; //1 for good, 0 for neutral and -1 for evil with faction ID as index
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int factionToTurretCreature[GameConstants::F_NUMBER]; //which creature's animation should be used to dispaly creature in turret while siege
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@@ -168,7 +167,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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//TODO: should be optimized, not all these informations needs to be serialized (same for ccreature)
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- h & notUsedMonsters & creatures & nameToID & idToProjectile & idToProjectileSpin & factionToTurretCreature;
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+ h & notUsedMonsters & creatures & nameToID & factionToTurretCreature;
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h & stackBonuses & expRanks & maxExpPerBattle & expAfterUpgrade;
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h & factionCommanders & skillLevels & skillRequirements & commanderLevelPremy;
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h & allCreatures;
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