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Fixed a few CWE-457
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c4ab962cc0
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@ -946,6 +946,7 @@ bool CArtifactsOfHero::SCommonPart::Artpos::valid()
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CArtPlace::CArtPlace(Point position, const CArtifactInstance * Art) : ourArt(Art)
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{
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image = nullptr;
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pos += position;
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pos.w = pos.h = 44;
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}
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@ -475,6 +475,7 @@ CGarrisonInt::CGarrisonInt(int x, int y, int inx, const Point &garsOffset,
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inSplittingMode(false),
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interx(inx),
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garOffset(garsOffset),
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pb(false),
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smallIcons(smallImgs),
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removableUnits(_removableUnits),
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twoRows(_twoRows)
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@ -78,19 +78,14 @@ public:
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std::vector<CButton *> splitButtons; ///< May be empty if no buttons
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SlotID p2; ///< TODO: comment me
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int shiftPos; ///< 1st slot of the second row, set shiftPoint for effect
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bool pb,
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smallIcons, ///< true - 32x32 imgs, false - 58x64
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removableUnits, ///< player Can remove units from up
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twoRows, ///< slots Will be placed in 2 rows
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owned[2]; ///< player Owns up or down army ([0] upper, [1] lower)
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// const CCreatureSet *set1; ///< Top set of creatures
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// const CCreatureSet *set2; ///< Bottom set of creatures
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std::vector<CGarrisonSlot*> slotsUp, slotsDown; ///< Slots of upper and lower garrison
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const CArmedInstance *armedObjs[2]; ///< [0] is upper, [1] is down
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//const CArmedInstance *oup, *odown; ///< Upper and lower garrisons (heroes or towns)
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void setArmy(const CArmedInstance *army, bool bottomGarrison);
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void addSplitBtn(CButton * button);
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@ -94,7 +94,7 @@ void LRClickableAreaWTextComp::clickLeft(tribool down, bool previousState)
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}
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LRClickableAreaWTextComp::LRClickableAreaWTextComp(const Rect &Pos, int BaseType)
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: LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1)
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: LRClickableAreaWText(Pos), baseType(BaseType), bonusValue(-1), type(-1)
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{
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}
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@ -170,8 +170,8 @@ void LRClickableAreaOpenTown::clickRight(tribool down, bool previousState)
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LOCPLINT->openTownWindow(town);//TODO: popup?
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}
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LRClickableAreaOpenTown::LRClickableAreaOpenTown()
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: LRClickableAreaWTextComp(Rect(0,0,0,0), -1)
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LRClickableAreaOpenTown::LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town)
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: LRClickableAreaWTextComp(Pos, -1), town(Town)
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{
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}
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@ -139,7 +139,7 @@ public:
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const CGTownInstance * town;
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void clickLeft(tribool down, bool previousState) override;
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void clickRight(tribool down, bool previousState) override;
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LRClickableAreaOpenTown();
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LRClickableAreaOpenTown(const Rect & Pos, const CGTownInstance * Town);
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};
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class MoraleLuckBox : public LRClickableAreaWTextComp
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@ -792,9 +792,7 @@ CTownItem::CTownItem(const CGTownInstance* Town):
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size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN];
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picture = new CAnimImage("ITPT", iconIndex, 0, 5, 6);
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townArea = new LRClickableAreaOpenTown;
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townArea->pos = Rect(pos.x+5, pos.y+6, 58, 64);
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townArea->town = town;
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new LRClickableAreaOpenTown(Rect(5, 6, 58, 64), town);
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for (size_t i=0; i<town->creatures.size(); i++)
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{
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@ -265,7 +265,6 @@ class CTownItem : public CIntObject, public CGarrisonHolder
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CLabel *name;
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CLabel *income;
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CGarrisonInt *garr;
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LRClickableAreaOpenTown *townArea;
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HeroSlots *heroes;
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CTownInfo *hall, *fort;
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