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More bugfixing:
- Fixed compile in VCAI (precompiled headers should not include VCMI headers) - Fixed crash on visiting observatories, including shroud of darkness
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917b1ffca8
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@ -1,6 +1,7 @@
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#include "StdInc.h"
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#include "AIUtility.h"
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#include "VCAI.h"
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#include "Fuzzy.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/CConfigHandler.h"
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@ -1,4 +1,2 @@
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#pragma once
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#include "../../Global.h"
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#include "Fuzzy.h"
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@ -1,6 +1,8 @@
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#include "StdInc.h"
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#include "VCAI.h"
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#include "Goals.h"
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#include "Fuzzy.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/CConfigHandler.h"
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@ -1061,7 +1061,7 @@ void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
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case Obj::COVER_OF_DARKNESS:
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{
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iw.text.addTxt (MetaString::ADVOB_TXT, 31);
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for (auto player : cb->gameState()->players)
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for (auto & player : cb->gameState()->players)
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{
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if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
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cb->getPlayerRelations(player.first, h->tempOwner) == PlayerRelations::ENEMIES)
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@ -1351,7 +1351,7 @@ void CGameHandler::newTurn()
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}
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if (t->hasBonusOfType (Bonus::DARKNESS))
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{
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for (auto player : gameState()->players)
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for (auto & player : gameState()->players)
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{
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if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
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getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
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