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authorAndrei Karas <akaras@inbox.ru>2015-04-09 17:53:52 +0300
committerAndrei Karas <akaras@inbox.ru>2015-04-09 17:53:52 +0300
commit4fe5fd9a471760c8ce54c71c8cdf3f27c8fb27ae (patch)
tree4efae7d8e5ef3f60b5b8dd9231fa2770492908a0 /src/gui/windows/skilldialog.cpp
parent0de391b6566f347d546be4dc56999b3c502fa46b (diff)
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On skill attacks on target for show effect use skill attribute skillHitEffectId.
Diffstat (limited to 'src/gui/windows/skilldialog.cpp')
-rw-r--r--src/gui/windows/skilldialog.cpp13
1 files changed, 13 insertions, 0 deletions
diff --git a/src/gui/windows/skilldialog.cpp b/src/gui/windows/skilldialog.cpp
index a835666f3..2e2e69fa9 100644
--- a/src/gui/windows/skilldialog.cpp
+++ b/src/gui/windows/skilldialog.cpp
@@ -596,6 +596,19 @@ SkillData *SkillDialog::getSkillData(const int id) const
return nullptr;
}
+SkillData *SkillDialog::getSkillDataByLevel(const int id,
+ const int level) const
+{
+ const SkillMap::const_iterator it = mSkills.find(id);
+ if (it != mSkills.end())
+ {
+ SkillInfo *const info = it->second;
+ if (info)
+ return info->getData1(level);
+ }
+ return nullptr;
+}
+
void SkillDialog::playUpdateEffect(const int id) const
{
if (!effectManager)