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Naive solution for endianess issues. Seems to allow loading a big-endian save on little-endian build.
Fixed compile issues with CEmptyAI. Removed unnecessary methods from its.
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@@ -12,16 +12,22 @@ void CEmptyAI::yourTurn()
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{
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cb->endTurn();
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}
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void CEmptyAI::heroKilled(const CGHeroInstance *)
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{
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}
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void CEmptyAI::heroCreated(const CGHeroInstance *)
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{
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}
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void CEmptyAI::heroMoved(const TryMoveHero& TMH)
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{
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}
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void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
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{
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callback(rand()%skills.size());
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}
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void CEmptyAI::commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)
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{
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callback(0);
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}
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void CEmptyAI::showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel)
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{
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cb->selectionMade(0, askID);
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}
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void CEmptyAI::showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd)
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{
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onEnd();
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}
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