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Enabled & fixed -Woverloaded-virtual warning from gcc/cland
- fixed almost all instances of overloaded-virtual warning - cleared up inheritance & method overrides in code affected by warning
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@ -1957,7 +1957,16 @@ BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & r
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*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
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}
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UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
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void CGameState::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
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{
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assert(obj);
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assert(obj->hasStackAtSlot(stackPos));
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out = getUpgradeInfo(obj->getStack(stackPos));
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}
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UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) const
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{
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UpgradeInfo ret;
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const CCreature *base = stack.type;
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@ -2021,7 +2030,7 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
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return ret;
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}
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PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
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PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
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{
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if ( color1 == color2 )
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return PlayerRelations::SAME_PLAYER;
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@ -2042,8 +2051,7 @@ void CGameState::apply(CPack *pack)
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void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
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{
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CPathfinder pathfinder(out, this, hero);
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pathfinder.calculatePaths();
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calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
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}
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void CGameState::calculatePaths(std::shared_ptr<PathfinderConfig> config)
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@ -2187,17 +2195,21 @@ void CGameState::updateRumor()
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while(!rumor.update(rumorId, rumorExtra));
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}
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bool CGameState::isVisible(int3 pos, PlayerColor player)
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bool CGameState::isVisible(int3 pos, boost::optional<PlayerColor> player) const
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{
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if (!map->isInTheMap(pos))
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return false;
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if (!player)
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return true;
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if(player == PlayerColor::NEUTRAL)
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return false;
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if(player.isSpectator())
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if(player->isSpectator())
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return true;
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return (*getPlayerTeam(player)->fogOfWarMap)[pos.z][pos.x][pos.y];
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return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
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}
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bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
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bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player ) const
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{
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if(!player)
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return true;
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