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https://github.com/wesnoth/wesnoth
synced 2025-04-27 09:28:15 +00:00
Remove bad broken code (typo in wml key and wrong tag hierarchy)
It was useless and a framerate killer if working (each frame, refresh adjacent hexes of units having ability affecting adjacent)
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5e2dcecef6
commit
e5029c4b60
@ -2043,15 +2043,6 @@ bool unit::invalidate(const map_location &loc)
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result |= get_animation()->invalidate(params);
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}
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if (abilities_affects_adjacent())
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{
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map_location arr[6];
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get_adjacent_tiles(loc, arr);
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for (unsigned int i = 0; i < 6; i++) {
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result |= game_display::get_singleton()->invalidate(arr[i]);
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}
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}
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return result;
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}
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@ -283,7 +283,6 @@ public:
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std::vector<std::string> unit_ability_tooltips() const;
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std::vector<std::string> get_ability_list() const;
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bool has_ability_type(const std::string& ability) const;
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bool abilities_affects_adjacent() const;
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const game_logic::map_formula_callable_ptr& formula_vars() const { return formula_vars_; }
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void add_formula_var(std::string str, variant var);
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@ -181,13 +181,6 @@ unit_ability_list unit::get_abilities(const std::string& ability, const map_loca
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return res;
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}
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bool unit::abilities_affects_adjacent() const
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{
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if (const config &ab = cfg_.child("abilities"))
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return ab.child("affects_adjacent");
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return false;
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}
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std::vector<std::string> unit::unit_ability_tooltips() const
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{
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std::vector<std::string> res;
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