}
void BattleState::NextAttack() {
+ if (Victory() || Defeat()) {
+ attackCursor = attackOrder.size();
+ return;
+ }
++attackCursor;
while (attackCursor < int(attackOrder.size())) {
if (attackOrder[attackCursor].isMonster) {
}
} else {
for (int i(0); i < NumHeroes(); ++i) {
+ Hero &hero(HeroAt(i));
if (ts.IsBad(i)) {
- HeroAt(i).SubtractHealth(ts.GetAmount(i));
+ hero.SubtractHealth(ts.GetAmount(i));
}
}
}