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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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@@ -146,7 +146,8 @@ public:
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virtual int getLevel() const; //different for regular stack and commander
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CreatureID getCreatureID() const; //-1 if not available
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std::string getName() const; //plural or singular
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CStackInstance(IGameInfoCallback *cb, bool isHypothetic = false);
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CStackInstance(IGameInfoCallback *cb);
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CStackInstance(IGameInfoCallback *cb, BonusNodeType nodeType, bool isHypothetic = false);
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CStackInstance(IGameInfoCallback *cb, const CreatureID & id, TQuantity count, bool isHypothetic = false);
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virtual ~CStackInstance() = default;
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