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* improvements in recruitment window (slider won't allow to select more creatres than we can afford)
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@@ -266,6 +266,9 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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if(!found) //no such creature
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return;
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if(amount > CGI->creh->creatures[ID].maxAmount(gs->players[player].resources))
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return; //not enough resources
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for(int i=0;i<RESOURCE_QUANTITY;i++)
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if (gs->players[player].resources[i] < (CGI->creh->creatures[ID].cost[i] * amount))
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return; //not enough resources
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@@ -349,7 +352,10 @@ int CCallback::getResourceAmount(int type)
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{
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return gs->players[player].resources[type];
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}
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std::vector<int> CCallback::getResourceAmount()
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{
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return gs->players[player].resources;
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}
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int CCallback::getDate(int mode)
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{
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int temp;
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@@ -785,7 +791,7 @@ void CScriptCallback::changePrimSkill(int ID, int which, int val)
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hero->level++;
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std::cout << hero->name <<" got level "<<hero->level<<std::endl;
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int r = rand()%100, pom=0, x=0;
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int std::pair<int,int>::*g=hero->level>9?&std::pair<int,int>::second:&std::pair<int,int>::first;
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int std::pair<int,int>::*g = (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
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for(;x<PRIMARY_SKILLS;x++)
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{
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pom += hero->type->heroClass->primChance[x].*g;
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