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Fixed #687.
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@@ -167,7 +167,7 @@ void updateStartInfo(std::string filename, StartInfo & sInfo, const CMapHeader *
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setPlayer(pset, 0, playerNames);
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pset.castle = pinfo.defaultCastle();
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pset.hero = pinfo.defaultHero(mapHeader->version==CMapHeader::RoE);
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pset.hero = pinfo.defaultHero();
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if(pinfo.mainHeroName.length())
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@@ -1056,7 +1056,7 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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for(int i=0;i<PLAYER_LIMIT;i++)
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{
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const PlayerInfo &p = map->players[i];
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bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown) || (p.hasMainTown && map->version==CMapHeader::RoE);
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bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown);
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if(generateHero && vstd::contains(scenarioOps->playerInfos, i))
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{
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int3 hpos = p.posOfMainTown;
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@@ -229,7 +229,7 @@ void CMapHeader::loadPlayerInfo( int &pom, const unsigned char * bufor, int &i )
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}
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else
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{
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players[pom].generateHeroAtMainTown = false;
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players[pom].generateHeroAtMainTown = true;
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players[pom].generateHero = false;
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}
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@@ -125,9 +125,9 @@ struct DLL_EXPORT PlayerInfo
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}
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return ret;
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}
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si8 defaultHero(bool isMapRoE = false) const
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si8 defaultHero() const
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{
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if ( ((generateHeroAtMainTown || isMapRoE) && hasMainTown) //we will generate hero in front of main town
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if ((generateHeroAtMainTown && hasMainTown) //we will generate hero in front of main town
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|| p8) //random hero
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return -1;
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else
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