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- pregame will use same resolution as main game
- disabled most of now unused code for changing resolution - added missing spell effect sounds - adventure map spells sounds - remaining fixes for big endian systems
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@ -4844,7 +4844,7 @@ void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const
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bonusMove = 400;
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break;
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case 94: //Stables
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sound = soundBase::horse20;
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sound = soundBase::STORE;
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bool someUpgradeDone = false;
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for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); ++i)
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