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Removed creatureBank flag from battle, battles now receive BattleLayout
struct that defines how units are placed in combat
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@@ -219,7 +219,7 @@ void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &resu
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void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
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{
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if(answer)
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cb->startBattleI(hero, this);
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cb->startBattle(hero, this);
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}
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void CGMine::serializeJsonOptions(JsonSerializeFormat & handler)
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@@ -352,7 +352,7 @@ void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &
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void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
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{
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if(answer)
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cb->startBattleI(hero, this);
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cb->startBattle(hero, this);
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}
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void CGResource::serializeJsonOptions(JsonSerializeFormat & handler)
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@@ -919,7 +919,7 @@ void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &
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void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const
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{
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if(answer)
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cb->startBattleI(hero, this);
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cb->startBattle(hero, this);
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}
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void CGArtifact::afterAddToMap(CMap * map)
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@@ -999,7 +999,7 @@ void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
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auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
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if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
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//TODO: Find a way to apply magic garrison effects in battle.
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cb->startBattleI(h, this);
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cb->startBattle(h, this);
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return;
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}
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