Fixed attack_end fire inanycase

This commit is contained in:
Pauli Nieminen 2008-01-29 08:10:05 +00:00
parent 577a5671d1
commit 893ce898bc

View file

@ -739,10 +739,6 @@ void attack::fire_event(const std::string& n)
(*(dat.child("first")))["weapon"]=a_stats_->weapon->id();
}
else
{
a_id_ = "";
}
if(d_ != units_.end()) {
config *tempcfg = dat.child("second");
t_string d_weap = "none";
@ -757,15 +753,11 @@ void attack::fire_event(const std::string& n)
std::pair<std::string,t_string> to_insert("weapon", d_weap);
tempcfg->values.insert(to_insert);
}
else
{
d_id_ = "";
}
// We want to fire attack_end event in any case! Even if one of units was removed by WML
DELAY_END_LEVEL(delayed_exception, game_events::fire(n,
game_events::entity_location(attacker_,a_id_),
game_events::entity_location(defender_,d_id_), dat));
attacker_,
defender_, dat));
a_ = units_.find(attacker_);
d_ = units_.find(defender_);
return;