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- all windows except for pregame\battles are now CWindowObject-based
- added simple scaling algorithm that works with indexed surfaces
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@ -2118,13 +2118,13 @@ struct statsHLP
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{
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typedef std::pair< ui8, si64 > TStat;
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//converts [<player's color, value>] to vec[place] -> platers
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static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
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static std::vector< std::vector< ui8 > > getRank( std::vector<TStat> stats )
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{
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std::sort(stats.begin(), stats.end(), statsHLP());
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//put first element
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std::vector< std::list<ui8> > ret;
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std::list<ui8> tmp;
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std::vector< std::vector<ui8> > ret;
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std::vector<ui8> tmp;
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tmp.push_back( stats[0].first );
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ret.push_back( tmp );
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@ -2138,7 +2138,7 @@ struct statsHLP
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else
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{
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//create next occupied rank
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std::list<ui8> tmp;
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std::vector<ui8> tmp;
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tmp.push_back(stats[g].first);
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ret.push_back(tmp);
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}
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