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[Refactoring] Unified SetResources NetPack API.
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@@ -2226,17 +2226,18 @@ void CGameHandler::showTeleportDialog(TeleportDialog *iw)
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void CGameHandler::giveResource(PlayerColor player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
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{
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if (!val) return; //don't waste time on empty call
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SetResource sr;
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sr.player = player;
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sr.resid = which;
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sr.val = getPlayer(player)->resources.at(which) + val;
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sendAndApply(&sr);
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TResources resources;
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resources.at(which) = val;
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giveResources(player, resources);
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}
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void CGameHandler::giveResources(PlayerColor player, TResources resources)
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{
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for (TResources::nziterator i(resources); i.valid(); i++)
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giveResource(player, i->resType, i->resVal);
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SetResources sr;
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sr.abs = false;
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sr.player = player;
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sr.res = resources;
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}
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void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
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@@ -2549,12 +2550,6 @@ void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
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checkVictoryLossConditionsForAll();
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}
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void CGameHandler::sendAndApply(SetResource * info)
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{
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sendAndApply(static_cast<CPackForClient*>(info));
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checkVictoryLossConditionsForPlayer(info->player);
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}
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void CGameHandler::sendAndApply(SetResources * info)
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{
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sendAndApply(static_cast<CPackForClient*>(info));
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@@ -2924,10 +2919,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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//Take cost
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if (!force)
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{
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SetResources sr;
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sr.player = t->tempOwner;
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sr.res = getPlayer(t->tempOwner)->resources - requestedBuilding->resources;
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sendAndApply(&sr);
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giveResources(t->tempOwner, -requestedBuilding->resources);
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}
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//We know what has been built, appluy changes. Do this as final step to properly update town window
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@@ -3027,16 +3019,12 @@ bool CGameHandler::recruitCreatures(ObjectInstanceID objid, ObjectInstanceID dst
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}
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//recruit
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SetResources sr;
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sr.player = dst->tempOwner;
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sr.res = getPlayer(dst->tempOwner)->resources - (c->cost * cram);
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giveResources(dst->tempOwner, -(c->cost * cram));
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SetAvailableCreatures sac;
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sac.tid = objid;
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sac.creatures = dw->creatures;
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sac.creatures[level].first -= cram;
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sendAndApply(&sr);
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sendAndApply(&sac);
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if (warMachine)
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@@ -3094,10 +3082,7 @@ bool CGameHandler::upgradeCreature(ObjectInstanceID objid, SlotID pos, CreatureI
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COMPLAIN_RET("Cannot upgrade, not enough resources!");
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//take resources
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SetResources sr;
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sr.player = player;
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sr.res = p->resources - totalCost;
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sendAndApply(&sr);
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giveResources(player, -totalCost);
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//upgrade creature
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changeStackType(StackLocation(obj, pos), VLC->creh->creatures.at(upgID));
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@@ -3351,12 +3336,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::E
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if (getResource(h->tempOwner, rid) < b1)
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COMPLAIN_RET("You can't afford to buy this artifact!");
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SetResource sr;
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sr.player = h->tempOwner;
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sr.resid = rid;
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sr.val = getResource(h->tempOwner, rid) - b1;
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sendAndApply(&sr);
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giveResource(h->tempOwner, rid, -b1);
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SetAvailableArtifacts saa;
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if (m->o->ID == Obj::TOWN)
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@@ -3433,14 +3413,10 @@ bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, Second
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if (!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
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COMPLAIN_RET("That skill is unavailable!");
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if (getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
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if (getResource(h->tempOwner, Res::GOLD) < GameConstants::SKILL_GOLD_COST)//TODO: remove hardcoded resource\summ?
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COMPLAIN_RET("You can't afford to buy this skill");
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SetResource sr;
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sr.player = h->tempOwner;
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sr.resid = Res::GOLD;
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sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
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sendAndApply(&sr);
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giveResource(h->tempOwner, Res::GOLD, -GameConstants::SKILL_GOLD_COST);
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changeSecSkill(h, skill, 1, true);
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return true;
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@@ -3448,8 +3424,7 @@ bool CGameHandler::buySecSkill(const IMarket *m, const CGHeroInstance *h, Second
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bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor player, ui32 id1, ui32 id2)
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{
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int r1 = getPlayer(player)->resources.at(id1),
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r2 = getPlayer(player)->resources.at(id2);
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TResourceCap r1 = getPlayer(player)->resources.at(id1);
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vstd::amin(val, r1); //can't trade more resources than have
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@@ -3459,19 +3434,11 @@ bool CGameHandler::tradeResources(const IMarket *market, ui32 val, PlayerColor p
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if (val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
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{
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//TODO: complain?
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assert(0);
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COMPLAIN_RET("Invalid deal, not all offered units of resource were used.");
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}
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SetResource sr;
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sr.player = player;
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sr.resid = static_cast<Res::ERes>(id1);
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sr.val = r1 - b1 * units;
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sendAndApply(&sr);
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sr.resid = static_cast<Res::ERes>(id2);
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sr.val = r2 + b2 * units;
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sendAndApply(&sr);
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giveResource(player, static_cast<Res::ERes>(id1), - b1 * units);
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giveResource(player, static_cast<Res::ERes>(id2), b2 * units);
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return true;
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}
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@@ -3501,11 +3468,7 @@ bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHero
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changeStackCount(StackLocation(hero, slot), -count);
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SetResource sr;
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sr.player = hero->tempOwner;
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sr.resid = resourceID;
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sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
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sendAndApply(&sr);
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giveResource(hero->tempOwner, resourceID, b2 * units);
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return true;
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}
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@@ -3546,19 +3509,12 @@ bool CGameHandler::sendResources(ui32 val, PlayerColor player, Res::ERes r1, Pla
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return false;
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}
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si32 curRes1 = getPlayer(player)->resources.at(r1),
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curRes2 = getPlayer(r2)->resources.at(r1);
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val = std::min(si32(val),curRes1);
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TResourceCap curRes1 = getPlayer(player)->resources.at(r1);
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SetResource sr;
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sr.player = player;
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sr.resid = r1;
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sr.val = curRes1 - val;
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sendAndApply(&sr);
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vstd::amin(val, curRes1);
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sr.player = r2;
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sr.val = curRes2 + val;
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sendAndApply(&sr);
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giveResource(player, r1, -val);
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giveResource(r2, r1, val);
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return true;
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}
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@@ -3651,11 +3607,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
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sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
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sendAndApply(&sah);
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SetResource sr;
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sr.player = player;
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sr.resid = Res::GOLD;
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sr.val = p->resources.at(Res::GOLD) - GameConstants::HERO_GOLD_COST;
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sendAndApply(&sr);
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giveResource(player, Res::GOLD, -GameConstants::HERO_GOLD_COST);
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if (t)
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{
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@@ -4635,9 +4587,7 @@ void CGameHandler::handleTimeEvents()
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)
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{
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//give resources
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SetResources sr;
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sr.player = color;
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sr.res = pinfo->resources + ev.resources;
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giveResources(color, ev.resources);
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//prepare dialog
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InfoWindow iw;
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@@ -4650,12 +4600,6 @@ void CGameHandler::handleTimeEvents()
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iw.components.push_back(Component(Component::RESOURCE,i,ev.resources.at(i),0));
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}
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if (iw.components.size())
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{
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sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
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sendAndApply(&sr); //update player resources if changed
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}
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sendAndApply(&iw); //show dialog
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}
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} //PLAYERS LOOP
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@@ -4916,10 +4860,7 @@ bool CGameHandler::buildBoat(ObjectInstanceID objid)
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}
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//take boat cost
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SetResources sr;
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sr.player = playerID;
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sr.res = (aviable - boatCost);
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sendAndApply(&sr);
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giveResources(playerID, -boatCost);
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//create boat
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NewObject no;
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