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vcmi: massive refactoring v1
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@ -1759,7 +1759,7 @@ void RebalanceStacks::applyGs(CGameState * gs)
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else //split stack to an empty slot
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{
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src.army->changeStackCount(src.slot, -count);
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dst.army->addToSlot(dst.slot, srcType->idNumber, count, false);
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dst.army->addToSlot(dst.slot, srcType->getId(), count, false);
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if (stackExp)
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dst.army->setStackExp(dst.slot, src.army->getStackExperience(src.slot));
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}
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@ -2508,7 +2508,7 @@ void YourTurn::applyGs(CGameState * gs) const
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Component::Component(const CStackBasicDescriptor & stack)
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: id(EComponentType::CREATURE)
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, subtype(stack.type->idNumber)
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, subtype(stack.type->getId())
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, val(stack.count)
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{
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}
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