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Removed unused code. Fixed legions of neutrals spawning all around.
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@@ -982,10 +982,10 @@ void CGHeroInstance::initObj()
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break;
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break;
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case 2://secondary skill
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case 2://secondary skill
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speciality.growthsWithLevel = true;
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speciality.growthsWithLevel = true;
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bonus.type = Bonus::SECONDARY_SKILL;
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bonus.type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
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bonus.subtype = it->val; //skill id
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bonus.subtype = it->subtype; //skill id
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bonus.val = it->additionalinfo * level; //actual value, screwed mapping :/
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bonus.val = it->val; //value per level, in percent
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switch (it->subtype)
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switch (it->additionalinfo)
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{
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{
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case 0: //normal
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case 0: //normal
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bonus.valType = Bonus::PERCENT_TO_BASE;
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bonus.valType = Bonus::PERCENT_TO_BASE;
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@@ -2704,14 +2704,8 @@ void CGCreature::initObj()
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amount = c.ammMax;
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amount = c.ammMax;
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else
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else
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amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));
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amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));
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/*
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MetaString ms;
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int pom = slots.find(0)->second.getQuantityID();
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pom = 174 + 3*pom + 1;
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ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
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ms.toString(hoverName);
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temppower = slots[0].count * 1000;
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temppower = slots[0].count * 1000;
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*/
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}
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}
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void CGCreature::newTurn() const
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void CGCreature::newTurn() const
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{//Works only for stacks of single type of size up to 2 millions
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{//Works only for stacks of single type of size up to 2 millions
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