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* Fixed crashbug on iterating stack effects
* Altered probabilities of starting with 1/2/3 stacks (according to Zamolxis tests) * fix compilation min/max (windef.h is somehow included and it has its own macros min/max)
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@ -525,9 +525,9 @@ void CGHeroInstance::initHero()
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int x = 0; //how many stacks will hero receives <1 - 3>
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int x = 0; //how many stacks will hero receives <1 - 3>
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pom = ran()%100;
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pom = ran()%100;
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if(pom < 5)
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if(pom < 9)
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x = 1;
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x = 1;
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else if(pom < 67)
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else if(pom < 79)
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x = 2;
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x = 2;
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else
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else
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x = 3;
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x = 3;
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@ -25,6 +25,13 @@
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*
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*
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*/
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*/
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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DLL_EXPORT void SetResource::applyGs( CGameState *gs )
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DLL_EXPORT void SetResource::applyGs( CGameState *gs )
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{
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{
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gs->getPlayer(player)->resources[resid] = val;
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gs->getPlayer(player)->resources[resid] = val;
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@ -484,7 +491,7 @@ DLL_EXPORT void BattleNextRound::applyGs( CGameState *gs )
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if(tmpFeatures[i].duration == StackFeature::N_TURNS)
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if(tmpFeatures[i].duration == StackFeature::N_TURNS)
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{
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{
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tmpFeatures[i].turnsRemain--;
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tmpFeatures[i].turnsRemain--;
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if(tmpEffects[i].turnsRemain > 0)
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if(tmpFeatures[i].turnsRemain > 0)
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s->features.push_back(tmpFeatures[i]);
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s->features.push_back(tmpFeatures[i]);
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}
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}
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else
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else
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