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Fixed crash on casting spell. Fixed giving resources from towns. Version set to 0.74c. Incremented save format version.
Disabled adventure AI. Will be released as dev build.
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@ -42,12 +42,12 @@ DLL_EXPORT void SetResource::applyGs( CGameState *gs )
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gs->getPlayer(player)->resources[resid] = val;
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}
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DLL_EXPORT void SetResources::applyGs( CGameState *gs )
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{
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assert(player < PLAYER_LIMIT);
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for(int i=0;i<res.size();i++)
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gs->getPlayer(player)->resources[i] = res[i];
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}
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DLL_EXPORT void SetResources::applyGs( CGameState *gs )
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{
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assert(player < PLAYER_LIMIT);
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for(int i=0;i<res.size();i++)
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gs->getPlayer(player)->resources[i] = res[i];
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}
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DLL_EXPORT void SetPrimSkill::applyGs( CGameState *gs )
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{
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@ -546,8 +546,13 @@ DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
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hero->mana = h.mana;
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}
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BOOST_FOREACH(SetResources h, res) //give resources
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h.applyGs(gs);
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for(std::map<ui8, std::vector<si32> >::iterator i = res.begin(); i != res.end(); i++)
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{
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assert(i->first < PLAYER_LIMIT);
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std::vector<si32> &playerRes = gs->getPlayer(i->first)->resources;
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for(int j = 0; j < i->second.size(); j++)
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playerRes[j] = i->second[j];
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}
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BOOST_FOREACH(SetAvailableCreatures h, cres) //set available creatures in towns
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h.applyGs(gs);
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@ -748,7 +753,8 @@ DLL_EXPORT void StartAction::applyGs( CGameState *gs )
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break;
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}
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st->state -= WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)
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if(st)
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st->state -= WAITING; //if stack was waiting it has made move, so it won't be "waiting" anymore (if the action was WAIT, then we have returned)
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}
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DLL_EXPORT void SpellCast::applyGs( CGameState *gs )
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