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Added serializer-based class able to make deep copies of objects — CMemorySerializer.
CGameState::init will work on the deep copy of StartInfo. Some casts to reduce warnings.
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@ -40,7 +40,7 @@ namespace Res
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ResourceSet operator OPSIGN(const TResource &rhs) const \
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{ \
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ResourceSet ret = *this; \
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for(int i = 0; i < size(); i++) \
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for(int i = 0; i < (int)size(); i++) \
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ret[i] = at(i) OPSIGN rhs; \
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\
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return ret; \
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@ -52,7 +52,7 @@ namespace Res
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ResourceSet operator OPSIGN(const ResourceSet &rhs) const \
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{ \
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ResourceSet ret = *this; \
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for(int i = 0; i < size(); i++) \
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for(int i = 0; i < (int)size(); i++) \
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ret[i] = at(i) OPSIGN rhs[i]; \
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\
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return ret; \
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@ -85,7 +85,7 @@ namespace Res
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int operator/(const ResourceSet &rhs)
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{
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int ret = INT_MAX;
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for(int i = 0; i < size(); i++)
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for(int i = 0; i < (int)size(); i++)
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if(rhs[i])
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vstd::amin(ret, at(i) / rhs[i]);
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@ -94,7 +94,7 @@ namespace Res
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ResourceSet & operator=(const TResource &rhs)
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{
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for(int i = 0; i < size(); i++)
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for(int i = 0; i < (int)size(); i++)
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at(i) = rhs;
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return *this;
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@ -103,7 +103,7 @@ namespace Res
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ResourceSet operator-() const
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{
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ResourceSet ret;
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for(int i = 0; i < size(); i++)
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for(int i = 0; i < (int)size(); i++)
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ret[i] = -at(i);
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return ret;
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}
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