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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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@@ -152,9 +152,9 @@ int CGameState::getDate(Date mode) const
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}
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CGameState::CGameState()
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:globalEffects(BonusNodeType::GLOBAL_EFFECTS)
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{
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heroesPool = std::make_unique<TavernHeroesPool>(this);
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globalEffects.setNodeType(CBonusSystemNode::GLOBAL_EFFECTS);
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}
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CGameState::~CGameState()
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@@ -1596,9 +1596,8 @@ CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const
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}
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TeamState::TeamState()
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{
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setNodeType(TEAM);
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}
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:CBonusSystemNode(BonusNodeType::TEAM)
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{}
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CArtifactInstance * CGameState::createScroll(const SpellID & spellId)
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{
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