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nullkiller2: Add battleEnded() callback to AIGateway for NK2 AI but leave it deactivated because it crashes NK during computer turns if it fights
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@@ -414,6 +414,14 @@ void AIGateway::battleResultsApplied()
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status.setBattle(NO_BATTLE);
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status.setBattle(NO_BATTLE);
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}
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}
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void AIGateway::battleEnded()
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{
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// TODO: Mircea: Mirroring what was just added for NK1 doesn't work, crashes the game when NK2 fights during computer turns
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// LOG_TRACE(logAi);
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// assert(status.getBattle() == ENDING_BATTLE);
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// status.setBattle(NO_BATTLE);
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}
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void AIGateway::beforeObjectPropertyChanged(const SetObjectProperty * sop)
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void AIGateway::beforeObjectPropertyChanged(const SetObjectProperty * sop)
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{
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{
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@@ -141,6 +141,7 @@ public:
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void heroManaPointsChanged(const CGHeroInstance * hero) override;
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void heroManaPointsChanged(const CGHeroInstance * hero) override;
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
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void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
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void battleResultsApplied() override;
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void battleResultsApplied() override;
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void battleEnded() override;
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void beforeObjectPropertyChanged(const SetObjectProperty * sop) override;
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void beforeObjectPropertyChanged(const SetObjectProperty * sop) override;
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void objectPropertyChanged(const SetObjectProperty * sop) override;
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void objectPropertyChanged(const SetObjectProperty * sop) override;
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void buildChanged(const CGTownInstance * town, BuildingID buildingID, int what) override;
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void buildChanged(const CGTownInstance * town, BuildingID buildingID, int what) override;
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