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Seems to be actually a missing return and redundant check.
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@ -3064,7 +3064,7 @@ const CGHeroInstance * CStack::getMyHero() const
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else //we are attached directly?
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else //we are attached directly?
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BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
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BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
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if(n->getNodeType() == HERO)
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if(n->getNodeType() == HERO)
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dynamic_cast<const CGHeroInstance *>(n);//FIXME: unused result. Missing return?
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return dynamic_cast<const CGHeroInstance *>(n);
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return NULL;
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return NULL;
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}
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}
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@ -1517,7 +1517,6 @@ void CGameHandler::run(bool resume)
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for(; i != gs->players.end(); i++)
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for(; i != gs->players.end(); i++)
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{
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{
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if((i->second.towns.size()==0 && i->second.heroes.size()==0)
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if((i->second.towns.size()==0 && i->second.heroes.size()==0)
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//|| i->second.color<0 //FIXME: color is unsigned. Redundant or incorrect check?
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|| i->first>=GameConstants::PLAYER_LIMIT
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|| i->first>=GameConstants::PLAYER_LIMIT
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|| i->second.status)
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|| i->second.status)
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{
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{
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