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* animations won't go in the same phase (resolved #55)
* small upgrades
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@ -159,7 +159,7 @@ bool CGHeroInstance::isHero() const
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{
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return true;
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}
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unsigned int CGHeroInstance::getTileCost(EterrainType & ttype, Eroad & rdtype, Eriver & rvtype)
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unsigned int CGHeroInstance::getTileCost(const EterrainType & ttype, const Eroad & rdtype, const Eriver & rvtype) const
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{
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unsigned int ret = type->heroClass->terrCosts[ttype];
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switch(rdtype)
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@ -232,7 +232,7 @@ int CGHeroInstance::getCurrentMorale() const
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//TODO: write it
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return 0;
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}
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int CGHeroInstance::getSecSkillLevel(int ID) const
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int CGHeroInstance::getSecSkillLevel(const int & ID) const
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{
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for(int i=0;i<secSkills.size();i++)
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if(secSkills[i].first==ID)
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@ -267,15 +267,15 @@ int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - c
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return 0;
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return -1;
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}
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bool CGTownInstance::creatureDwelling(int level, bool upgraded) const
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bool CGTownInstance::creatureDwelling(const int & level, bool upgraded) const
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{
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return builtBuildings.find(30+level+upgraded*7)!=builtBuildings.end();
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}
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int CGTownInstance::getHordeLevel(int HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
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int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
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{
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return town->hordeLvl[HID];
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}
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int CGTownInstance::creatureGrowth(int level) const
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int CGTownInstance::creatureGrowth(const int & level) const
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{
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int ret = CGI->creh->creatures[town->basicCreatures[level]].growth;
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switch(fortLevel())
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@ -330,7 +330,7 @@ CGTownInstance::CGTownInstance()
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visitingHero = NULL;
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}
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CGObjectInstance::CGObjectInstance()
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CGObjectInstance::CGObjectInstance(): animPhaseShift(rand()%0xff)
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{
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//std::cout << "Tworze obiekt "<<this<<std::endl;
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//state = new CLuaObjectScript();
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