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Fix for Portal of Summoning. (ID is type of object, id is position of object instance in the map vector of object instances)
Most correct way of getting visitable position ;)
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@ -732,10 +732,10 @@ DLL_EXPORT void HeroLevelUp::applyGs( CGameState *gs )
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}
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switch (it->subtype)
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{
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case 1:
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it->val = (level * (*creatures)[it->additionalInfo]->attack)/creLevel /20;
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case 1:
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it->val = (level * (*creatures)[it->additionalInfo]->attack)/creLevel /20;
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break;
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case 2:
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case 2:
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it->val = (level * (*creatures)[it->additionalInfo]->defence)/creLevel /20;
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break;
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}
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@ -1886,7 +1886,7 @@ bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* =
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&& complain("Cannot teleport hero to town without Castle gate in it"))
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return false;
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int3 pos = t->visitablePos();
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pos.x++;//FIXME: get visitable position in more correct way (if any)
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pos += h->getVisitableOffset();
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stopHeroVisitCastle(from->id, hid);
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moveHero(hid,pos,1);
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heroVisitCastle(dstid, hid);
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@ -1916,7 +1916,7 @@ void CGameHandler::setOwner(int objid, ui8 owner)
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}
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const CGObjectInstance * obj = getObj(objid);
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if ((obj->id == 17 || obj->id == 20 ) && gs->getPlayer(owner)->dwellings.size()==1 )//first dwelling captured
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if ((obj->ID == 17 || obj->ID == 20 ) && gs->getPlayer(owner)->dwellings.size()==1 )//first dwelling captured
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BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
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if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
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setPortalDwelling(t);//set initial creatures for all portals of summoning
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