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Reduce usage of implicit conversions to int
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@@ -721,13 +721,13 @@ void CGHeroInstance::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
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int CGHeroInstance::getPrimSkillLevel(PrimarySkill id) const
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{
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return primarySkills.getSkills()[id];
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return primarySkills.getSkill(id);
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}
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double CGHeroInstance::getFightingStrength() const
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{
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const auto & skillValues = primarySkills.getSkills();
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return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE]));
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return sqrt((1.0 + 0.05*skillValues[PrimarySkill::ATTACK.getNum()]) * (1.0 + 0.05*skillValues[PrimarySkill::DEFENSE.getNum()]));
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}
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double CGHeroInstance::getMagicStrength() const
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@@ -746,7 +746,7 @@ double CGHeroInstance::getMagicStrength() const
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}
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if (!atLeastOneCombatSpell)
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return 1;
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return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER] * mana / manaLimit()));
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return sqrt((1.0 + 0.05*skillValues[PrimarySkill::KNOWLEDGE.getNum()] * mana / manaLimit()) * (1.0 + 0.05*skillValues[PrimarySkill::SPELL_POWER.getNum()] * mana / manaLimit()));
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}
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double CGHeroInstance::getHeroStrength() const
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@@ -1976,7 +1976,7 @@ const IOwnableObject * CGHeroInstance::asOwnable() const
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int CGHeroInstance::getBasePrimarySkillValue(PrimarySkill which) const
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{
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std::string cachingStr = "CGHeroInstance::getBasePrimarySkillValue" + std::to_string(static_cast<int>(which));
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std::string cachingStr = "CGHeroInstance::getBasePrimarySkillValue" + std::to_string(which.getNum());
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auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, BonusSubtypeID(which)).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL));
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auto minSkillValue = LIBRARY->engineSettings()->getVectorValue(EGameSettings::HEROES_MINIMAL_PRIMARY_SKILLS, which.getNum());
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return std::max(valOfBonuses(selector, cachingStr), minSkillValue);
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