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Improvements to bonus system node types / propagators
- Node type is now set on construction and never changes - Added army propagator that also checks for TOWN and HERO - Renamed existing propagators to be in sync with enumeration
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@@ -313,8 +313,8 @@ si32 CCreature::maxAmount(const TResources &res) const //how many creatures can
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}
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CCreature::CCreature()
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:CBonusSystemNode(BonusNodeType::CREATURE)
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{
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setNodeType(CBonusSystemNode::CREATURE);
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fightValue = AIValue = growth = hordeGrowth = ammMin = ammMax = 0;
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}
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