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Moving stack system to pointers, part #1
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@ -3748,10 +3748,10 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect
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int bestPower = 0;
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for(TSlots::const_iterator it = owner->army1.Slots().begin(); it!=owner->army1.Slots().end(); ++it)
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{
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if( it->second.type->AIValue > bestPower)
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if( it->second->type->AIValue > bestPower)
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{
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bestPower = it->second.type->AIValue;
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bestMonsterID = it->second.type->idNumber;
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bestPower = it->second->type->AIValue;
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bestMonsterID = it->second->type->idNumber;
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}
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}
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SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 21, 38));
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@ -3770,10 +3770,10 @@ CBattleResultWindow::CBattleResultWindow(const BattleResult &br, const SDL_Rect
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int bestPower = 0;
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for(TSlots::const_iterator it = owner->army2.Slots().begin(); it!=owner->army2.Slots().end(); ++it)
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{
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if( it->second.type->AIValue > bestPower)
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if( it->second->type->AIValue > bestPower)
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{
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bestPower = it->second.type->AIValue;
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bestMonsterID = it->second.type->idNumber;
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bestPower = it->second->type->AIValue;
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bestMonsterID = it->second->type->idNumber;
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}
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}
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SDL_BlitSurface(graphics->bigImgs[bestMonsterID], NULL, background, &genRect(64, 58, 392, 38));
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