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Prefer to pass CGameState as reference instead of pointer
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@@ -34,7 +34,7 @@ HeroPoolProcessor::HeroPoolProcessor(CGameHandler * gameHandler)
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TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, TavernSlotRole roleID)
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{
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & heroesPool = gameHandler->gameState().heroesPool;
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const auto & heroes = heroesPool->getHeroesFor(player);
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@@ -110,7 +110,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe
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sah.replenishPoints = true;
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CGHeroInstance *newHero = nextHero.hasValue()?
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gameHandler->gameState()->heroesPool->unusedHeroesFromPool()[nextHero]:
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gameHandler->gameState().heroesPool->unusedHeroesFromPool()[nextHero]:
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pickHeroFor(needNativeHero, color);
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if (newHero)
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@@ -150,7 +150,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
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const PlayerState * playerState = gameHandler->getPlayerState(player);
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const CGObjectInstance * mapObject = gameHandler->getObj(objectID);
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const CGTownInstance * town = gameHandler->getTown(objectID);
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & heroesPool = gameHandler->gameState().heroesPool;
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if (!mapObject && gameHandler->complain("Invalid map object!"))
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return false;
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@@ -256,7 +256,7 @@ std::vector<const CHeroClass *> HeroPoolProcessor::findAvailableClassesFor(const
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{
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std::vector<const CHeroClass *> result;
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & heroesPool = gameHandler->gameState().heroesPool;
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FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
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for(const auto & elem : heroesPool->unusedHeroesFromPool())
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@@ -278,7 +278,7 @@ std::vector<CGHeroInstance *> HeroPoolProcessor::findAvailableHeroesFor(const Pl
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{
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std::vector<CGHeroInstance *> result;
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & heroesPool = gameHandler->gameState().heroesPool;
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for(const auto & elem : heroesPool->unusedHeroesFromPool())
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{
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@@ -303,7 +303,7 @@ const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerCo
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}
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FactionID factionID = gameHandler->getPlayerSettings(player)->castle;
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const auto & heroesPool = gameHandler->gameState()->heroesPool;
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const auto & heroesPool = gameHandler->gameState().heroesPool;
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const auto & currentTavern = heroesPool->getHeroesFor(player);
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std::vector<const CHeroClass *> potentialClasses = findAvailableClassesFor(player);
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