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* fixed crash when AI attacked player before his first turn * fixed various crashes when mass-effect spells affected town turrets in sieges * some refactoring around spell positiveness
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@@ -157,12 +157,6 @@ void CPlayerInterface::yourTurn()
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autosaveCount = getLastIndex("Autosave_");
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if(!GH.listInt.size())
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{
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GH.pushInt(adventureInt);
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adventureInt->activateKeys();
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}
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if(firstCall > 0) //new game, not loaded
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{
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int index = getLastIndex("Newgame_Autosave_");
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@@ -224,6 +218,7 @@ STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const
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}
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void CPlayerInterface::heroMoved(const TryMoveHero & details)
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{
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waitWhileDialog();
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if(LOCPLINT != this)
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return;
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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@@ -2345,8 +2340,24 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
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void CPlayerInterface::playerStartsTurn(ui8 player)
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{
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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if(!GH.listInt.size())
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{
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GH.pushInt(adventureInt);
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adventureInt->activateKeys();
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}
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if(howManyPeople == 1)
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{
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GH.curInt = this;
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adventureInt->startTurn();
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}
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}
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if(player != playerID && this == LOCPLINT)
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{
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waitWhileDialog();
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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adventureInt->minimap.redraw();
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adventureInt->infoBar.enemyTurn(player, 0.5);
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