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code review (first batch)
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@@ -209,7 +209,7 @@ void CGameStateCampaign::placeCampaignHeroes()
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if(it != gameState->scenarioOps->playerInfos.end())
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{
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HeroTypeID heroTypeId = HeroTypeID(campaignBonus->info2);
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if(heroTypeId.getNum() == 0xffff) // random bonus hero
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if(heroTypeId.getNum() == HeroTypeID::RANDOM) // random bonus hero
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{
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heroTypeId = gameState->pickUnusedHeroTypeRandomly(playerColor);
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}
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@@ -529,7 +529,7 @@ void CGameStateCampaign::generateCampaignHeroesToReplace()
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void CGameStateCampaign::initHeroes()
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{
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auto chosenBonus = currentBonus();
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if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
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if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != HeroTypeID::GENERATED) //exclude generated heroes
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{
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//find human player
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PlayerColor humanPlayer=PlayerColor::NEUTRAL;
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@@ -545,7 +545,7 @@ void CGameStateCampaign::initHeroes()
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const auto & heroes = gameState->players[humanPlayer].getHeroes();
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if (chosenBonus->info1 == 0xFFFD) //most powerful
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if (chosenBonus->info1 == HeroTypeID::STRONGEST) //most powerful
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{
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int maxB = -1;
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for (int b=0; b<heroes.size(); ++b)
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@@ -610,11 +610,11 @@ void CGameStateCampaign::initStartingResources()
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case 0: case 1: case 2: case 3: case 4: case 5: case 6:
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res.push_back(chosenBonus->info1);
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break;
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case 0xFD: //wood+ore
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case EGameResID::COMMON: //wood+ore
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res.push_back(GameResID(EGameResID::WOOD));
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res.push_back(GameResID(EGameResID::ORE));
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break;
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case 0xFE: //rare
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case EGameResID::RARE: //rare
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res.push_back(GameResID(EGameResID::MERCURY));
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res.push_back(GameResID(EGameResID::SULFUR));
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res.push_back(GameResID(EGameResID::CRYSTAL));
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