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revert some changes
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@@ -968,7 +968,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
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double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
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const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
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vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
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const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
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const std::map<CreatureID,si32> casualties {}; //= battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
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// figure out what to raise - pick strongest creature meeting requirements
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CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
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int requiredCasualtyLevel = 1;
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