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Improvements for netcode. AI is working. Townlist won't crash. Moving hero is wrong but won't crash. Giving starting hero is working properly. Town defs are wrong but displayed.
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@@ -17,6 +17,7 @@ class CGTownInstance;
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struct StartInfo;
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class CStack;
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struct lua_State;
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class CClient;
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//structure gathering info about upgrade possibilites
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struct UpgradeInfo
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{
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@@ -39,6 +40,7 @@ public:
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virtual void recruitCreatures(const CGObjectInstance *obj, int ID, int amount)=0;
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virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
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virtual void endTurn()=0;
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//get info
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virtual bool verifyPath(CPath * path, bool blockSea)=0;
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@@ -85,8 +87,9 @@ struct HeroMoveDetails
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class CCallback : public ICallback
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{
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private:
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CCallback(CGameState * GS, int Player):gs(GS),player(Player){};
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CCallback(CGameState * GS, int Player, CClient *C):gs(GS),player(Player),cl(C){};
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CGameState * gs;
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CClient *cl;
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bool isVisible(int3 pos, int Player);
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protected:
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@@ -106,7 +109,7 @@ public:
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void recruitCreatures(const CGObjectInstance *obj, int ID, int amount);
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bool dismissCreature(const CArmedInstance *obj, int stackPos);
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bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
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void endTurn();
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//get info
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bool verifyPath(CPath * path, bool blockSea);
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