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* Bonus system caching updated, partially rewritten, much more robust, thread-safe
* Adjusted projectile speed, trebuchet canon speed
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@@ -249,13 +249,13 @@ void GiveBonus::applyCl( CClient *cl )
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case HERO:
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{
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const CGHeroInstance *h = GS(cl)->getHero(id);
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INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->bonuses.back(),true);
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INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->getBonusList().back(),true);
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}
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break;
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case PLAYER:
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{
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const PlayerState *p = GS(cl)->getPlayer(id);
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INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, *p->bonuses.back(), true);
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INTERFACE_CALL_IF_PRESENT(id, playerBonusChanged, *p->getBonusList().back(), true);
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}
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break;
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}
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