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Support for special upgrades (like Gelu).
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@@ -155,10 +155,10 @@
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144 12 2 0 0
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145 11 14 0 0
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146 1 0 0 4
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147 9 8 0 136
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147 9 34 0 136
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148 9 2 0 137
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148 9 18 0 137
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147 9 0 8 136
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147 9 0 34 136
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148 9 0 2 137
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148 9 0 18 137
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149 4 5 1 96
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149 4 5 2 96
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149 4 10 3 96
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@@ -1085,13 +1085,15 @@ void CGHeroInstance::initObj()
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{
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std::vector<CCreature*>* creatures = &VLC->creh->creatures;
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bonus.type = Bonus::SPECIAL_UPGRADE;
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bonus.additionalInfo = it->additionalinfo;
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bonus.subtype = it->subtype; //base id
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bonus.additionalInfo = it->additionalinfo; //target id
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speciality.bonuses.push_back (bonus);
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for (std::set<ui32>::iterator i = (*creatures)[it->val]->upgrades.begin();
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i != (*creatures)[it->val]->upgrades.end(); i++)
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for (std::set<ui32>::iterator i = (*creatures)[it->subtype]->upgrades.begin();
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i != (*creatures)[it->subtype]->upgrades.end(); i++)
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{
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bonus.val = *i;
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speciality.bonuses.push_back (bonus); //propagate for regular upgrades of base creature
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bonus.subtype = *i; //propagate for regular upgrades of base creature
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speciality.bonuses.push_back (bonus);
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}
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break;
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}
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@@ -1746,8 +1746,19 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
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if(stack.armyObj->ID == TOWNI_TYPE)
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t = static_cast<const CGTownInstance *>(stack.armyObj);
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else if(h)
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{ //TODO: check if hero specialty makes some upgrades possible
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BonusList lista = h->speciality.getBonuses(Selector::typeSybtype(Bonus::SPECIAL_UPGRADE, base->idNumber));
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for (BonusList::iterator it = lista.begin(); it != lista.end(); it++)
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{
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ui16 nid = it->additionalInfo;
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if (nid != base->idNumber) //sharpshooter appears to be default upgrade of minor creatures (?)
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{
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ret.newID.push_back(nid);
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ret.cost.push_back(costDiff(VLC->creh->creatures[nid]->cost, base->cost));
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}
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}
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t = h->visitedTown;
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}
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if(t)
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{
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BOOST_FOREACH(si32 bid, t->builtBuildings)
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@@ -1777,8 +1788,6 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
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}
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}
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//TODO: check if hero specialty makes some upgrades possible
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if(ret.newID.size())
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ret.oldID = base->idNumber;
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