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Finally working hero crossover in campaigns.
Uncovered new secrets of h3m.
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e31f5062f9
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@ -317,6 +317,11 @@ void UpdateCampaignState::applyCl( CClient *cl )
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cl->finishCampaign(camp);
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}
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void PrepareForAdvancingCampaign::applyCl(CClient *cl)
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{
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cl->serv->prepareForSendingHeroes();
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}
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void RemoveObject::applyFirstCl( CClient *cl )
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{
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const CGObjectInstance *o = cl->getObj(id);
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@ -1237,6 +1237,40 @@ void CGameState::init(StartInfo * si)
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/*************************HEROES************************************************/
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tlog4 << "\tSetting up heroes";
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//Replace placeholders with heroes from previous missions
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BOOST_FOREACH(auto obj, campHeroReplacements)
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{
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CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(&*map->objects[obj.second]);
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CGHeroInstance *heroToPlace = obj.first;
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heroToPlace->id = obj.second;
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heroToPlace->tempOwner = placeholder->tempOwner;
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heroToPlace->pos = placeholder->pos;
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heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID];
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BOOST_FOREACH(auto &&i, heroToPlace->stacks)
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i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
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auto fixArtifact = [&](CArtifactInstance * art)
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{
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art->artType = VLC->arth->artifacts[art->artType->id];
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gs->map->artInstances.push_back(art);
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art->id = gs->map->artInstances.size() - 1;
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};
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BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
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fixArtifact(i.second.artifact);
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BOOST_FOREACH(auto &&i, heroToPlace->artifactsInBackpack)
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fixArtifact(i.artifact);
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map->heroes.push_back(heroToPlace);
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map->objects[heroToPlace->id] = heroToPlace;
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map->addBlockVisTiles(heroToPlace);
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//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
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}
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std::set<int> hids; //hero ids to create pool
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for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
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@ -1256,71 +1290,7 @@ void CGameState::init(StartInfo * si)
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hids.erase(vhi->subID);
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}
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BOOST_FOREACH(auto obj, campHeroReplacements)
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{
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CGHeroInstance * hero = new CGHeroInstance();
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CGHeroInstance * oldHero = obj.first;
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hero->initHero(oldHero->subID);
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hero->id = obj.second;
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map->objects[hero->id] = hero;
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map->heroes.push_back(hero);
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const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
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if (travelOptions.whatHeroKeeps & 1)
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{
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//giving exp
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hero->exp = oldHero->exp;
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}
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if (travelOptions.whatHeroKeeps & 2)
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{
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//giving prim skills
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for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
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{
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hero->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) &&
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Selector::subtype(g) && Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val
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= oldHero->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) &&
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Selector::subtype(g) && Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val;
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}
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}
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if (travelOptions.whatHeroKeeps & 4)
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{
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//giving sec skills
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hero->secSkills = oldHero->secSkills;
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}
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if (travelOptions.whatHeroKeeps & 8)
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{
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//giving spells
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hero->spells = oldHero->spells;
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}
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if (travelOptions.whatHeroKeeps & 16)
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{
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//giving artifacts
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size_t totalArts = GameConstants::BACKPACK_START + oldHero->artifactsInBackpack.size();
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for (size_t i=0; i<totalArts; i++ )
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{
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const ArtSlotInfo *info = oldHero->getSlot(static_cast<ArtifactPosition::ArtifactPosition>(i));
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if (!info)
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continue;
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const CArtifactInstance *art = info->artifact;
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if (!art)//FIXME: check spellbook and catapult behaviour
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continue;
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int id = art->artType->id;
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assert( 8*18 > id );//number of arts that fits into h3m format
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bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
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auto slot = static_cast<ArtifactPosition::ArtifactPosition>(i);
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if (takeable)
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hero->setNewArtSlot(slot, const_cast<CArtifactInstance*>(oldHero->getSlot(slot)->artifact.get()), false);
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}
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}
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//giving creatures
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if(!oldHero->stacks.empty())
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{
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hero->stacks = oldHero->stacks;
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}
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}
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BOOST_FOREACH(auto obj, map->objects) //prisons
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{
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@ -783,7 +783,7 @@ void CGHeroInstance::initHero()
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level = 1;
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}
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if (VLC->modh->modules.COMMANDERS)
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if (VLC->modh->modules.COMMANDERS && !commander)
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{
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commander = new CCommanderInstance (VLC->townh->factions[type->heroClass->faction].commander);
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commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
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@ -273,6 +273,16 @@ void CConnection::enableSmartPointerSerializatoin()
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COSer<CConnection>::smartPointerSerialization = true;
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}
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void CConnection::prepareForSendingHeroes()
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{
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loadedPointers.clear();
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savedPointers.clear();
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CISer<CConnection>::smartVectorMembersSerialization = false;
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COSer<CConnection>::smartVectorMembersSerialization = false;
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CISer<CConnection>::smartPointerSerialization = true;
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COSer<CConnection>::smartPointerSerialization = true;
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}
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CSaveFile::CSaveFile( const std::string &fname )
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{
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registerTypes(*this);
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@ -1268,6 +1268,8 @@ public:
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void enableStackSendingByID();
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void disableSmartPointerSerialization();
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void enableSmartPointerSerializatoin();
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void prepareForSendingHeroes(); //disables sending vectorised, enables smart pointer serialization, clears saved/loaded ptr cache
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};
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DLL_LINKAGE std::ostream &operator<<(std::ostream &str, const CConnection &cpc);
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@ -572,6 +572,16 @@ struct AddQuest : public CPackForClient //121
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}
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};
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struct PrepareForAdvancingCampaign : public CPackForClient //122
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{
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PrepareForAdvancingCampaign() {type = 122;}
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void applyCl(CClient *cl);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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}
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};
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struct RemoveObject : public CPackForClient //500
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{
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RemoveObject(){type = 500;};
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@ -137,6 +137,7 @@ void registerTypes2(Serializer &s)
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s.template registerType<PlayerEndsGame>();
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s.template registerType<RemoveBonus>();
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s.template registerType<UpdateCampaignState>();
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s.template registerType<PrepareForAdvancingCampaign>();
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s.template registerType<RemoveObject>();
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s.template registerType<TryMoveHero>();
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//s.template registerType<SetGarrisons>();
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@ -5027,6 +5027,7 @@ void CGameHandler::checkLossVictory( TPlayerColor player )
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InfoWindow iw;
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getLossVicMessage(player, vic ? vic : loss , vic, iw);
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sendAndApply(&iw);
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PlayerEndsGame peg;
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peg.player = player;
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peg.victory = vic;
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@ -5081,6 +5082,17 @@ void CGameHandler::checkLossVictory( TPlayerColor player )
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}
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gs->scenarioOps->campState->mapConquered(hes);
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//Request clients to change connection mode
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PrepareForAdvancingCampaign pfac;
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sendAndApply(&pfac);
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//Change connection mode
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if(getPlayer(player)->human && getStartInfo()->campState)
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{
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BOOST_FOREACH(auto connection, conns)
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connection->prepareForSendingHeroes();
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}
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UpdateCampaignState ucs;
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ucs.camp = gs->scenarioOps->campState;
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sendAndApply(&ucs);
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