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Checking for water availability won't cause spurious warnings. New creature window enabled for testing.
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@ -8,12 +8,14 @@ GENERAL:
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- Ambassador's Sash
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TOWNS:
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* Implemented animation for new town buildings
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* It's possible to sell artifacts at Artifact Merchants
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BATTLES:
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* Neutral monsters will be splitted to multiple stacks
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* Hero can surrender battle to keep army
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* Support for Death Stare, Support for Poison, Age, Disease, Acid Breath
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* Partial support for Stone Gaze, Paralyze, Mana drain
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@ -486,6 +486,8 @@ void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownIn
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{
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if(hero->tempOwner != playerID )
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return;
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waitWhileDialog();
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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openTownWindow(town);
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}
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@ -13,6 +13,7 @@ clientSettings
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defaultPlayerAI=GeniusAI;
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neutralBattleAI=StupidAI;
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showFPS=0;
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classicCreatureWindow=0;
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}
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GUISettings
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{
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@ -6313,8 +6313,7 @@ int3 IBoatGenerator::bestLocation() const
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for (int i = 0; i < offsets.size(); ++i)
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{
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const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offsets[i]);
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if (tile) //tile is in the map
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if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offsets[i], false)) //tile is in the map
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{
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if (tile->tertype == TerrainTile::water && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
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return o->pos + offsets[i];
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@ -1253,24 +1253,24 @@ DLL_EXPORT void StacksHealedOrResurrected::applyGs( CGameState *gs )
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if(resurrected)
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{
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for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)
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{
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if(VLC->spellh->spells[(*it)->sid]->positiveness < 0)
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{
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changedStack->bonuses.erase(it);
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}
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}
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// for (BonusList::iterator it = changedStack->bonuses.begin(); it != changedStack->bonuses.end(); it++)
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// {
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// if(VLC->spellh->spells[(*it)->sid]->positiveness < 0)
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// {
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// changedStack->bonuses.erase(it);
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// }
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// }
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//removing all features from negative spells
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BonusList tmpFeatures = changedStack->bonuses;
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changedStack->bonuses.clear();
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//changedStack->bonuses.clear();
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BOOST_FOREACH(Bonus *b, tmpFeatures)
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{
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const CSpell *s = b->sourceSpell();
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if(s && s->positiveness >= 0)
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if(s && s->positiveness < 0)
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{
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changedStack->addNewBonus(b);
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changedStack->removeBonus(b);
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}
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}
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}
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