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- Basic Commander window
- First part of unified quests interface This graphics package is needed: http://forum.vcmi.eu/viewtopic.php?p=6943#6943
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@@ -9,6 +9,7 @@
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#include "CKingdomInterface.h"
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#include "CGameInfo.h"
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#include "CHeroWindow.h"
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#include "CCreatureWindow.h"
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#include "CMessage.h"
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#include "CPlayerInterface.h"
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//#include "UIFramework/SDL_Extensions.h"
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@@ -486,6 +487,16 @@ void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std:
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CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
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GH.pushInt(lw);
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}
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void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<std::pair<ui8, ui8> > secondarySkills,
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std::vector<Bonus *> specialSkills, boost::function<void(ui32)> &callback)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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CCS->soundh->playSound(soundBase::heroNewLevel);
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CCreatureWindow * cw = new CCreatureWindow(commander);
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GH.pushInt(cw);
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}
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void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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