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Tweak
* handle BIND_EFFECT by bonus type
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@ -470,7 +470,7 @@ ui32 IBonusBearer::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
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return 0;
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}
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//bind effect check - doesn't influence stack initiative
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if (useBind && getEffect (SpellID::BIND))
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if(useBind && hasBonus(Selector::type(Bonus::BIND_EFFECT).And(Selector::turns(turn))))
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{
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return 0;
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}
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@ -4482,7 +4482,7 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
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if (st->alive())
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{
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//unbind
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if (st->getEffect (SpellID::BIND))
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if(st->hasBonus(Selector::type(Bonus::BIND_EFFECT)))
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{
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bool unbind = true;
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BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
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