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)
This commit is contained in:
Ali El Gariani 2009-05-12 16:28:37 +00:00
parent 5e2dcecef6
commit e5029c4b60
3 changed files with 0 additions and 17 deletions

View File

@ -2043,15 +2043,6 @@ bool unit::invalidate(const map_location &loc)
result |= get_animation()->invalidate(params);
}
if (abilities_affects_adjacent())
{
map_location arr[6];
get_adjacent_tiles(loc, arr);
for (unsigned int i = 0; i < 6; i++) {
result |= game_display::get_singleton()->invalidate(arr[i]);
}
}
return result;
}

View File

@ -283,7 +283,6 @@ public:
std::vector<std::string> unit_ability_tooltips() const;
std::vector<std::string> get_ability_list() const;
bool has_ability_type(const std::string& ability) const;
bool abilities_affects_adjacent() const;
const game_logic::map_formula_callable_ptr& formula_vars() const { return formula_vars_; }
void add_formula_var(std::string str, variant var);

View File

@ -181,13 +181,6 @@ unit_ability_list unit::get_abilities(const std::string& ability, const map_loca
return res;
}
bool unit::abilities_affects_adjacent() const
{
if (const config &ab = cfg_.child("abilities"))
return ab.child("affects_adjacent");
return false;
}
std::vector<std::string> unit::unit_ability_tooltips() const
{
std::vector<std::string> res;