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vcmi: massive refactoring v1
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AI
BattleAI
Nullkiller
StupidAI
VCAI
client
Client.h
adventureMap
battle
BattleAnimationClasses.cppBattleInterfaceClasses.cppBattleProjectileController.cppBattleStacksController.cppBattleWindow.cpp
lobby
widgets
windows
include/vcmi
lib
CArtHandler.cppCArtHandler.hCCreatureHandler.cppCCreatureHandler.hCCreatureSet.cppCCreatureSet.hCGameInfoCallback.cppCGameInfoCallback.hCGameState.cppCGameStateFwd.hCHeroHandler.cppCPlayerState.cppCPlayerState.hCStack.cppCTownHandler.cppCTownHandler.hGameConstants.hHeroBonus.cppIGameCallback.hNetPacksLib.cppResourceSet.cppResourceSet.h
battle
BattleInfo.cppBattleInfo.hBattleProxy.cppBattleProxy.hBattleStateInfoForRetreat.cppCBattleInfoCallback.cppCBattleInfoEssentials.cppCBattleInfoEssentials.hCUnitState.cppDamageCalculator.cppIBattleInfoCallback.hIBattleState.h
mapObjects
CArmedInstance.cppCBank.cppCGHeroInstance.cppCGMarket.cppCGTownInstance.cppCObjectHandler.cppCQuest.cppCQuest.hCRewardableObject.cppCommonConstructors.cppCommonConstructors.hMiscObjects.cppMiscObjects.h
mapping
rmg
serializer
mapeditor/inspector
scripting/lua/api
scripts/lib/erm
server
test
@ -29,7 +29,7 @@ void CSerializer::addStdVecItems(CGameState *gs, LibClasses *lib)
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registerVectoredType<CGHeroInstance, HeroTypeID>(&gs->map->allHeroes,
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[](const CGHeroInstance &h){ return h.type->getId(); });
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registerVectoredType<CCreature, CreatureID>(&lib->creh->objects,
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[](const CCreature &cre){ return cre.idNumber; });
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[](const CCreature &cre){ return cre.getId(); });
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registerVectoredType<CArtifact, ArtifactID>(&lib->arth->objects,
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[](const CArtifact &art){ return art.getId(); });
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registerVectoredType<CArtifactInstance, ArtifactInstanceID>(&gs->map->artInstances,
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