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added MECHANICAL bonus
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@ -102,7 +102,7 @@ int AFactionMember::moraleValAndBonusList(TConstBonusListPtr & bonusList) const
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return maxGoodMorale;
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}
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static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::UNDEAD))
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static const auto unaffectedByMoraleSelector = Selector::type()(BonusType::NON_LIVING).Or(Selector::type()(BonusType::MECHANICAL)).Or(Selector::type()(BonusType::UNDEAD))
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.Or(Selector::type()(BonusType::SIEGE_WEAPON)).Or(Selector::type()(BonusType::NO_MORALE));
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static const std::string cachingStrUn = "AFactionMember::unaffectedByMoraleSelector";
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@ -187,6 +187,7 @@ bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonu
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static const std::string cachingStr = "ACreature::isLiving";
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static const CSelector selector = Selector::type()(BonusType::UNDEAD)
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.Or(Selector::type()(BonusType::NON_LIVING))
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.Or(Selector::type()(BonusType::MECHANICAL))
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.Or(Selector::type()(BonusType::GARGOYLE))
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.Or(Selector::type()(BonusType::SIEGE_WEAPON));
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