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@ -2318,7 +2318,7 @@ void OptionsTab::nextCastle( PlayerColor player, int dir )
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if(s.hero >= 0 && !SEL->current->mapHeader->players[s.color.getNum()].hasCustomMainHero()) // remove hero unless it set to fixed one in map editor
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{
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usedHeroes.erase(s.hero);
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usedHeroes.erase(s.hero); // restore previously selected hero back to available pool
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s.hero = PlayerSettings::RANDOM;
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}
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if(cur < 0 && s.bonus == PlayerSettings::RESOURCE)
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@ -2355,7 +2355,7 @@ void OptionsTab::nextHero( PlayerColor player, int dir )
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if(dir > 0)
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s.hero = nextAllowedHero(player, s.hero, CGI->heroh->heroes.size(), 1, dir);
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else
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s.hero = nextAllowedHero(player, -1, s.hero, 1, dir);
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s.hero = nextAllowedHero(player, -1, s.hero, 1, dir); // min needs to be -1 -- hero at index 0 would be skipped otherwise
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}
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if(old != s.hero)
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@ -2533,7 +2533,7 @@ void OptionsTab::flagPressed( PlayerColor color )
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usedHeroes.erase(old->hero);
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old->hero = entries[old->color]->pi.defaultHero();
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entries[old->color]->update();
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entries[old->color]->update(); // update previous frame images in case entries were auto-updated
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}
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SEL->propagateOptions();
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