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Map objects now use shared_ptr (game)
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@ -226,8 +226,8 @@ TEST_F(CGameStateTest, DISABLED_issue2765)
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{
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startTestGame();
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CGHeroInstance * attacker = map->heroesOnMap[0];
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CGHeroInstance * defender = map->heroesOnMap[1];
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auto attacker = map->heroesOnMap[0];
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auto defender = map->heroesOnMap[1];
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ASSERT_NE(attacker->tempOwner, defender->tempOwner);
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@ -239,7 +239,7 @@ TEST_F(CGameStateTest, DISABLED_issue2765)
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gameCallback->sendAndApply(na);
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}
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startTestBattle(attacker, defender);
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startTestBattle(attacker.get(), defender.get());
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{
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battle::UnitInfo info;
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@ -270,11 +270,11 @@ TEST_F(CGameStateTest, DISABLED_issue2765)
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ASSERT_NE(def, nullptr);
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ASSERT_NE(att, def);
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EXPECT_NE(att->getMyHero(), defender);
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EXPECT_NE(def->getMyHero(), attacker);
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EXPECT_NE(att->getMyHero(), defender.get());
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EXPECT_NE(def->getMyHero(), attacker.get());
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EXPECT_EQ(att->getMyHero(), attacker) << att->nodeName();
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EXPECT_EQ(def->getMyHero(), defender) << def->nodeName();
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EXPECT_EQ(att->getMyHero(), attacker.get()) << att->nodeName();
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EXPECT_EQ(def->getMyHero(), defender.get()) << def->nodeName();
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{
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using namespace ::testing;
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@ -308,8 +308,8 @@ TEST_F(CGameStateTest, DISABLED_battleResurrection)
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{
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startTestGame();
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CGHeroInstance * attacker = map->heroesOnMap[0];
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CGHeroInstance * defender = map->heroesOnMap[1];
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auto attacker = map->heroesOnMap[0];
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auto defender = map->heroesOnMap[1];
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ASSERT_NE(attacker->tempOwner, defender->tempOwner);
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@ -327,7 +327,7 @@ TEST_F(CGameStateTest, DISABLED_battleResurrection)
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gameCallback->sendAndApply(na);
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}
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startTestBattle(attacker, defender);
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startTestBattle(attacker.get(), defender.get());
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uint32_t unitId = gameState->currentBattles.front()->battleNextUnitId();
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@ -380,7 +380,7 @@ TEST_F(CGameStateTest, DISABLED_battleResurrection)
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const CSpell * spell = SpellID(SpellID::RESURRECTION).toSpell();
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ASSERT_NE(spell, nullptr);
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spells::BattleCast cast(gameState->currentBattles.front().get(), attacker, spells::Mode::HERO, spell);
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spells::BattleCast cast(gameState->currentBattles.front().get(), attacker.get(), spells::Mode::HERO, spell);
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spells::Target target;
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target.emplace_back(unit);
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