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Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1
Conflicts: lib/VCMI_lib.cbp lib/filesystem/CZipLoader.cpp lib/filesystem/CZipLoader.h lib/mapObjects/CGTownInstance.cpp
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@@ -76,10 +76,10 @@ public:
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struct DLL_LINKAGE Patrol
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{
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Patrol(){patrolling=false;initialPos=int3();patrolRadious=-1;};
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Patrol(){patrolling=false;initialPos=int3();patrolRadius=-1;};
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bool patrolling;
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int3 initialPos;
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ui32 patrolRadious;
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ui32 patrolRadius;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & patrolling;
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@@ -92,7 +92,7 @@ public:
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patrolling = false;
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initialPos = int3();
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}
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h & patrolRadious;
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h & patrolRadius;
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}
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} patrol;
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@@ -134,7 +134,7 @@ public:
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}
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//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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int getSightRadious() const override; //sight distance (should be used if player-owned structure)
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int getSightRadius() const override; //sight distance (should be used if player-owned structure)
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//////////////////////////////////////////////////////////////////////////
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int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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@@ -151,6 +151,7 @@ public:
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ui32 getLowestCreatureSpeed() const;
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int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day
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si32 getManaNewTurn() const; //calculate how much mana this hero is going to have the next day
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int getCurrentLuck(int stack=-1, bool town=false) const;
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int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
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