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[Spells] Do not use Unit State in heal effect
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@ -16,7 +16,7 @@
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#include "../../NetPacks.h"
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#include "../../battle/IBattleState.h"
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#include "../../battle/CBattleInfoCallback.h"
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#include "../../battle/CUnitState.h"
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#include "../../battle/Unit.h"
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#include "../../serializer/JsonSerializeFormat.h"
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@ -120,7 +120,7 @@ void Heal::prepareHealEffect(int64_t value, BattleUnitsChanged & pack, RNG & rng
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{
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auto unitHPgained = m->applySpellBonus(value, unit);
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auto state = unit->acquireState();
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auto state = unit->acquire();
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state->heal(unitHPgained, healLevel, healPower);
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if(unitHPgained > 0)
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@ -286,7 +286,7 @@ TEST_P(HealApplyTest, Heals)
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GTEST_ASSERT_EQ(targetUnitState->getAvailableHealth(), unitAmount * unitHP / 2 + 1);
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GTEST_ASSERT_EQ(targetUnitState->getFirstHPleft(), 1);
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EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(*battleFake, setUnitState(Eq(unitId), _, Gt(0))).Times(1);
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@ -198,7 +198,7 @@ TEST_F(SacrificeApplyTest, ResurrectsTarget)
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targetUnitState->damage(initialDmg);
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}
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EXPECT_CALL(targetUnit, acquireState()).WillOnce(Return(targetUnitState));
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EXPECT_CALL(targetUnit, acquire()).WillOnce(Return(targetUnitState));
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setupDefaultRNG();
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