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@ -535,6 +535,11 @@ void CTerrainRect::clickLeft(tribool down, bool previousState)
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}
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}
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}
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}
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}
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}
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else if(currentHero == vobjs.back()) //selected hero is standing at the town entrance
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{
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LOCPLINT->openHeroWindow(currentHero);
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return;
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}
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//still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
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//still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
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if (currentPath && currentPath->endPos() == mp)//we'll be moving
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if (currentPath && currentPath->endPos() == mp)//we'll be moving
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@ -1444,6 +1444,11 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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players.find(vhi->getOwner())->second.heroes.push_back(vhi);
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players.find(vhi->getOwner())->second.heroes.push_back(vhi);
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hids.erase(vhi->subID);
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hids.erase(vhi->subID);
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}
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}
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for (unsigned int i=0; i<map->objects.size();i++) //heroes instances initialization
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{
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if (map->objects[i]->ID == 62)
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hids.erase(map->objects[i]->subID);
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}
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for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
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for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
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{
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{
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if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
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if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
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@ -1933,7 +1933,7 @@ void Mapa::readObjects( const unsigned char * bufor, int &i)
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nobj->pos = pos;
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nobj->pos = pos;
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nobj->ID = defInfo->id;
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nobj->ID = defInfo->id;
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nobj->id = objects.size();
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nobj->id = objects.size();
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if(nobj->ID != HEROI_TYPE && nobj->ID != 214)
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if(nobj->ID != HEROI_TYPE && nobj->ID != 214 && nobj->ID != 62)
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nobj->subID = defInfo->subid;
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nobj->subID = defInfo->subid;
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nobj->defInfo = defInfo;
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nobj->defInfo = defInfo;
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objects.push_back(nobj);
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objects.push_back(nobj);
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