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Merge branch 'develop' into SpellsRefactoring8
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@ -1913,7 +1913,7 @@ void CGameHandler::giveSpells(const CGTownInstance *t, const CGHeroInstance *h)
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void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
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{
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SetObjectProperty sop(objid,2,bv);
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SetObjectProperty sop(objid, ObjProperty::BLOCKVIS, bv);
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sendAndApply(&sop);
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}
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@ -1935,7 +1935,7 @@ bool CGameHandler::removeObject( const CGObjectInstance * obj )
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void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
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{
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SetObjectProperty sop(objid,3,val);
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SetObjectProperty sop(objid, ObjProperty::PRIMARY_STACK_COUNT, val);
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sendAndApply(&sop);
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}
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@ -2151,7 +2151,7 @@ bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui
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void CGameHandler::setOwner(const CGObjectInstance * obj, PlayerColor owner)
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{
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PlayerColor oldOwner = getOwner(obj->id);
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SetObjectProperty sop(obj->id, 1, owner.getNum());
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SetObjectProperty sop(obj->id, ObjProperty::OWNER, owner.getNum());
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sendAndApply(&sop);
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std::set<PlayerColor> playerColors = {owner, oldOwner};
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@ -3501,9 +3501,20 @@ bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, Pla
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return true;
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}
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bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
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bool CGameHandler::setFormation(ObjectInstanceID hid, ui8 formation)
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{
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gs->getHero(hid)-> formation = formation;
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const CGHeroInstance *h = getHero(hid);
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if(!h)
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{
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logGlobal->error("Hero doesn't exist!");
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return false;
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}
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ChangeFormation cf;
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cf.hid = hid;
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cf.formation = formation;
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sendAndApply(&cf);
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return true;
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}
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