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Merge pull request #1778 from rilian-la-te/fix-obstacle-removal-mechanincs

Fix landmines staying on battlefield after trigger
Ivan Savenko 2 rokov pred
rodič
commit
e3b5db0ade
3 zmenil súbory, kde vykonal 2 pridanie a 5 odobranie
  1. 0 2
      lib/NetPacksBase.h
  2. 0 1
      lib/NetPacksLib.cpp
  3. 2 2
      server/CGameHandler.cpp

+ 0 - 2
lib/NetPacksBase.h

@@ -308,8 +308,6 @@ public:
 		RESET_STATE,
 		UPDATE,
 		REMOVE,
-		ACTIVATE_AND_UPDATE,
-		ACTIVATE_AND_REMOVE
 	};
 
 	JsonNode data;

+ 0 - 1
lib/NetPacksLib.cpp

@@ -2398,7 +2398,6 @@ void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
 		case BattleChanges::EOperation::ADD:
 			battleState->addObstacle(change);
 			break;
-		case BattleChanges::EOperation::ACTIVATE_AND_UPDATE:
 		case BattleChanges::EOperation::UPDATE:
 			battleState->updateObstacle(change);
 			break;

+ 2 - 2
server/CGameHandler.cpp

@@ -5335,9 +5335,9 @@ bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackI
 					ObstacleChanges changeInfo;
 					changeInfo.id = spellObstacle->uniqueID;
 					if (oneTimeObstacle)
-						changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
+						changeInfo.operation = ObstacleChanges::EOperation::REMOVE;
 					else
-						changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
+						changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
 
 					SpellCreatedObstacle changedObstacle;
 					changedObstacle.uniqueID = spellObstacle->uniqueID;