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2 changed files with 4 additions and 4 deletions
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@ -1002,7 +1002,8 @@ bool unit::internal_matches_filter(const vconfig& cfg, const gamemap::location&
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//! Initialize this unit from a cfg object.
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//!
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//! @param cfg Configuration object from which to read the unit
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//! @param cfg Configuration object from which to read the unit
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//- @param use_traits ??
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void unit::read(const config& cfg, bool use_traits)
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{
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if(cfg["id"]=="" && cfg["type"]=="") {
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@ -155,20 +155,19 @@ public:
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const std::vector<std::string>& overlays() const { return overlays_; }
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//! Initialize this unit from a cfg object.
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//! @param cfg Configuration object from which to read the unit.
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void read(const config& cfg, bool use_traits=true);
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void write(config& cfg) const;
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void write(config_writer& out) const;
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void assign_role(const std::string& role) { role_ = role; }
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void assign_ai_special(const std::string& s) { ai_special_ = s;}
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void assign_ai_special(const std::string& s) { ai_special_ = s;}
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std::string get_ai_special() const { return(ai_special_); }
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const std::vector<attack_type>& attacks() const { return attacks_; }
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std::vector<attack_type>& attacks() { return attacks_; }
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int damage_from(const attack_type& attack,bool attacker,const gamemap::location& loc) const { return resistance_against(attack,attacker,loc); }
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//! A sdl surface, ready for display for place where we need a fix image of the unit.
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//! A SDL surface, ready for display for place where we need a still-image of the unit.
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const surface still_image(bool scaled = false) const;
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void redraw_unit(game_display& disp, const gamemap::location& loc);
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//! Clear unit_halo_ and unit_anim_halo_
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