mirror of
https://github.com/vcmi/vcmi.git
synced 2025-07-13 01:20:34 +02:00
fixed code format and other minor issues
This commit is contained in:
@ -257,6 +257,7 @@ set(lib_HEADERS
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CPlayerState.h
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CPlayerState.h
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CRandomGenerator.h
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CRandomGenerator.h
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CScriptingModule.h
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CScriptingModule.h
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CSkillHandler.h
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CSoundBase.h
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CSoundBase.h
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CStack.h
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CStack.h
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CStopWatch.h
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CStopWatch.h
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@ -141,7 +141,7 @@ const std::string CSkillHandler::getTypeName() const
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CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
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CSkill * CSkillHandler::loadFromJson(const JsonNode & json, const std::string & identifier)
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{
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{
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CSkill * skill = NULL;
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CSkill * skill = nullptr;
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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for(int id = 0; id < GameConstants::SKILL_QUANTITY; id++)
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{
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{
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@ -251,22 +251,30 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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switch(skill)
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switch(skill)
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{
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{
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case SecondarySkill::PATHFINDING:
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case SecondarySkill::PATHFINDING:
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addBonus(25 * level); break;
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addBonus(25 * level);
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break;
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case SecondarySkill::ARCHERY:
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case SecondarySkill::ARCHERY:
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addBonus(5 + 5 * level * level); break;
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addBonus(5 + 5 * level * level);
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break;
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case SecondarySkill::LOGISTICS:
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case SecondarySkill::LOGISTICS:
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addBonus(10 * level); break;
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addBonus(10 * level);
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break;
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case SecondarySkill::SCOUTING:
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case SecondarySkill::SCOUTING:
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addBonus(level, Bonus::SIGHT_RADIOUS); break;
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addBonus(level, Bonus::SIGHT_RADIOUS);
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break;
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case SecondarySkill::DIPLOMACY:
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case SecondarySkill::DIPLOMACY:
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addBonus(level);
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addBonus(level);
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addBonus(20 * level, Bonus::SURRENDER_DISCOUNT); break;
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addBonus(20 * level, Bonus::SURRENDER_DISCOUNT);
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break;
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case SecondarySkill::NAVIGATION:
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case SecondarySkill::NAVIGATION:
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addBonus(50 * level); break;
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addBonus(50 * level);
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break;
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case SecondarySkill::LEADERSHIP:
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case SecondarySkill::LEADERSHIP:
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addBonus(level, Bonus::MORALE); break;
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addBonus(level, Bonus::MORALE);
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break;
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case SecondarySkill::LUCK:
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case SecondarySkill::LUCK:
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addBonus(level, Bonus::LUCK); break;
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addBonus(level, Bonus::LUCK);
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break;
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case SecondarySkill::BALLISTICS:
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case SecondarySkill::BALLISTICS:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT);
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::CATAPULT);
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addBonus(level);
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addBonus(level);
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@ -276,18 +284,23 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
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addBonus(1 + level, Bonus::SECONDARY_SKILL_VAL2);
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break;
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break;
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case SecondarySkill::NECROMANCY:
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case SecondarySkill::NECROMANCY:
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addBonus(10 * level); break;
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addBonus(10 * level);
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break;
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case SecondarySkill::ESTATES:
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case SecondarySkill::ESTATES:
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addBonus(125 << (level-1)); break;
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addBonus(125 << (level-1));
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break;
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case SecondarySkill::FIRE_MAGIC:
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case SecondarySkill::FIRE_MAGIC:
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case SecondarySkill::AIR_MAGIC:
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case SecondarySkill::AIR_MAGIC:
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case SecondarySkill::WATER_MAGIC:
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case SecondarySkill::WATER_MAGIC:
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case SecondarySkill::EARTH_MAGIC:
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case SecondarySkill::EARTH_MAGIC:
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addBonus(level); break;
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addBonus(level);
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break;
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case SecondarySkill::SCHOLAR:
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case SecondarySkill::SCHOLAR:
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addBonus(1 + level); break;
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addBonus(1 + level);
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break;
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case SecondarySkill::TACTICS:
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case SecondarySkill::TACTICS:
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addBonus(1 + 2 * level); break;
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addBonus(1 + 2 * level);
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break;
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case SecondarySkill::ARTILLERY:
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case SecondarySkill::ARTILLERY:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA);
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::BALLISTA);
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addBonus(25 + 25 * level);
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addBonus(25 + 25 * level);
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@ -295,22 +308,30 @@ std::vector<std::shared_ptr<Bonus>> CSkillHandler::defaultBonus(SecondarySkill s
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addBonus(1, Bonus::SECONDARY_SKILL_VAL2);
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addBonus(1, Bonus::SECONDARY_SKILL_VAL2);
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break;
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break;
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case SecondarySkill::LEARNING:
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case SecondarySkill::LEARNING:
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addBonus(5 * level); break;
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addBonus(5 * level);
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break;
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case SecondarySkill::OFFENCE:
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case SecondarySkill::OFFENCE:
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addBonus(10 * level); break;
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addBonus(10 * level);
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break;
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case SecondarySkill::ARMORER:
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case SecondarySkill::ARMORER:
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addBonus(5 * level); break;
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addBonus(5 * level);
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break;
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case SecondarySkill::INTELLIGENCE:
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case SecondarySkill::INTELLIGENCE:
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addBonus(25 << (level-1)); break;
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addBonus(25 << (level-1));
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break;
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case SecondarySkill::SORCERY:
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case SecondarySkill::SORCERY:
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addBonus(5 * level); break;
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addBonus(5 * level);
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break;
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case SecondarySkill::RESISTANCE:
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case SecondarySkill::RESISTANCE:
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addBonus(5 << (level-1)); break;
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addBonus(5 << (level-1));
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break;
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case SecondarySkill::FIRST_AID:
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case SecondarySkill::FIRST_AID:
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT);
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addBonus(100, Bonus::MANUAL_CONTROL, CreatureID::FIRST_AID_TENT);
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addBonus(25 + 25 * level); break;
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addBonus(25 + 25 * level);
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break;
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default:
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default:
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addBonus(level); break;
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addBonus(level);
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break;
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}
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}
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return result;
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return result;
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@ -13,11 +13,6 @@
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#include "GameConstants.h"
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#include "GameConstants.h"
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#include "IHandlerBase.h"
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#include "IHandlerBase.h"
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class CSkillHandler;
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class CGHeroInstance;
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class CMap;
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class JsonSerializeFormat;
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class DLL_LINKAGE CSkill // secondary skill
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class DLL_LINKAGE CSkill // secondary skill
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{
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{
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protected:
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protected:
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@ -31,7 +26,8 @@ protected:
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template <typename Handler> void serialize(Handler & h, const int version)
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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{
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h & description & effects;
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h & description;
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h & effects;
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}
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}
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};
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};
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@ -52,7 +48,8 @@ public:
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template <typename Handler> void serialize(Handler & h, const int version)
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template <typename Handler> void serialize(Handler & h, const int version)
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{
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{
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h & id & identifier;
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h & id;
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h & identifier;
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h & levels;
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h & levels;
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}
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}
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@ -26,7 +26,7 @@ CFilesystemLoader::CFilesystemLoader(std::string _mountPoint, bfs::path baseDire
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std::unique_ptr<CInputStream> CFilesystemLoader::load(const ResourceID & resourceName) const
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std::unique_ptr<CInputStream> CFilesystemLoader::load(const ResourceID & resourceName) const
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{
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{
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assert(fileList.count(resourceName));
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assert(fileList.count(resourceName));
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boost::filesystem::path file = baseDirectory / fileList.at(resourceName);
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bfs::path file = baseDirectory / fileList.at(resourceName);
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logGlobal->trace("loading %s", file.string());
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logGlobal->trace("loading %s", file.string());
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return make_unique<CFileInputStream>(file);
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return make_unique<CFileInputStream>(file);
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}
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}
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@ -2489,7 +2489,7 @@ void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID t
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const CGHeroInstance * h1 = getHero(fromHero);
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const CGHeroInstance * h1 = getHero(fromHero);
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const CGHeroInstance * h2 = getHero(toHero);
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const CGHeroInstance * h2 = getHero(toHero);
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int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
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int h1_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
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int h2_scholarLevel = h1->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
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int h2_scholarLevel = h2->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SCHOLAR);
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if (h1_scholarLevel < h2_scholarLevel)
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if (h1_scholarLevel < h2_scholarLevel)
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{
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{
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