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Remove some deprecated fields from CSpell
* now only new SpellScholl API is used (!) untested
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550df6360e
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@ -1502,7 +1502,7 @@ void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
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}
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}
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void CBattleInterface::castThisSpell(int spellID)
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void CBattleInterface::castThisSpell(SpellID spellID)
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{
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auto ba = new BattleAction;
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ba->actionType = Battle::HERO_SPELL;
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@ -317,7 +317,7 @@ public:
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void displayBattleFinished(); //displays battle result
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void spellCast(const BattleSpellCast * sc); //called when a hero casts a spell
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void battleStacksEffectsSet(const SetStackEffect & sse); //called when a specific effect is set to stacks
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void castThisSpell(int spellID); //called when player has chosen a spell from spellbook
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void castThisSpell(SpellID spellID); //called when player has chosen a spell from spellbook
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void displayEffect(ui32 effect, int destTile, bool areaEffect = true); //displays custom effect on the battlefield
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void displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation
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void displaySpellHit(SpellID spellID, BattleHex destinationTile, bool areaEffect = true); //displays spell`s affected animation
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@ -107,15 +107,11 @@ CSpellWindow::CSpellWindow(const SDL_Rect &, const CGHeroInstance * _myHero, CPl
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Uint8 *sitesPerOurTab = s.combatSpell ? sitesPerTabBattle : sitesPerTabAdv;
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++sitesPerOurTab[4];
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if(s.air)
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++sitesPerOurTab[0];
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if(s.fire)
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++sitesPerOurTab[1];
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if(s.water)
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++sitesPerOurTab[2];
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if(s.earth)
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++sitesPerOurTab[3];
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s.forEachSchool([&sitesPerOurTab](const SpellSchoolInfo & school, bool & stop)
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{
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++sitesPerOurTab[(ui8)school.id];
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});
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}
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if(sitesPerTabAdv[4] % 12 == 0)
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sitesPerTabAdv[4]/=12;
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@ -382,23 +378,17 @@ public:
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if(A.level<B.level)
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return true;
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if(A.level>B.level)
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return false;
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if(A.air && !B.air)
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return true;
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if(!A.air && B.air)
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return false;
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if(A.fire && !B.fire)
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return true;
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if(!A.fire && B.fire)
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return false;
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if(A.water && !B.water)
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return true;
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if(!A.water && B.water)
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return false;
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if(A.earth && !B.earth)
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return true;
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if(!A.earth && B.earth)
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return false;
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return false;
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for(ui8 schoolId = 0; schoolId < 4; schoolId++)
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{
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if(A.school.at((ESpellSchool)schoolId) && !B.school.at((ESpellSchool)schoolId))
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return true;
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if(!A.school.at((ESpellSchool)schoolId) && B.school.at((ESpellSchool)schoolId))
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return false;
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}
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return A.name < B.name;
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}
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} spellsorter;
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@ -406,17 +396,15 @@ public:
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void CSpellWindow::computeSpellsPerArea()
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{
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std::vector<SpellID> spellsCurSite;
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for(auto it = mySpells.cbegin(); it != mySpells.cend(); ++it)
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for(const SpellID & spellID : mySpells)
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{
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if(CGI->spellh->objects[*it]->combatSpell ^ !battleSpellsOnly
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&& ((CGI->spellh->objects[*it]->air && selectedTab == 0) ||
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(CGI->spellh->objects[*it]->fire && selectedTab == 1) ||
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(CGI->spellh->objects[*it]->water && selectedTab == 2) ||
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(CGI->spellh->objects[*it]->earth && selectedTab == 3) ||
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selectedTab == 4 )
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CSpell * s = spellID.toSpell();
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if(s->combatSpell ^ !battleSpellsOnly
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&& ((selectedTab == 4) || (s->school[(ESpellSchool)selectedTab]))
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)
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{
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spellsCurSite.push_back(*it);
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spellsCurSite.push_back(spellID);
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}
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}
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std::sort(spellsCurSite.begin(), spellsCurSite.end(), spellsorter);
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@ -653,9 +641,8 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
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{
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case ESpellCastProblem::OK:
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{
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int spell = mySpell;
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owner->fexitb();
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owner->myInt->battleInt->castThisSpell(spell);
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owner->myInt->battleInt->castThisSpell(mySpell);
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}
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break;
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case ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED:
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@ -92,7 +92,6 @@ CSpell::LevelInfo::~LevelInfo()
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///CSpell
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CSpell::CSpell():
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id(SpellID::NONE), level(0),
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earth(false), water(false), fire(false), air(false),
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combatSpell(false), creatureAbility(false),
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positiveness(ESpellPositiveness::NEUTRAL),
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defaultProbability(0),
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@ -566,11 +565,6 @@ void CSpell::setIsRising(const bool val)
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void CSpell::setup()
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{
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setupMechanics();
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air = school[ESpellSchool::AIR];
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fire = school[ESpellSchool::FIRE];
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water = school[ESpellSchool::WATER];
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earth = school[ESpellSchool::EARTH];
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}
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@ -208,11 +208,7 @@ public:
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std::string name;
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si32 level;
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bool earth; //deprecated
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bool water; //deprecated
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bool fire; //deprecated
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bool air; //deprecated
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std::map<ESpellSchool, bool> school; //todo: use this instead of separate boolean fields
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si32 power; //spell's power
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@ -895,6 +895,8 @@ public:
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ESpellID num;
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};
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ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
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enum class ESpellSchool: ui8
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{
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AIR = 0,
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@ -903,8 +905,6 @@ enum class ESpellSchool: ui8
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EARTH = 3
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};
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ID_LIKE_OPERATORS_DECLS(SpellID, SpellID::ESpellID)
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// Typedef declarations
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typedef ui8 TFaction;
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typedef si64 TExpType;
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@ -162,7 +162,7 @@ protected:
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///ADVENTURE SPELLS
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//todo: make configyrable
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//todo: make configurable
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class AdventureBonusingMechanics: public DefaultSpellMechanics
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{
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public:
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@ -2173,9 +2173,9 @@ void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
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}
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//Pandora with 15 spells of certain school
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for (int i = 1; i <= 4; i++)
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for (int i = 0; i < 4; i++)
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{
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oi.generateObject = [i, gen]() -> CGObjectInstance *
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oi.generateObject = [i,gen]() -> CGObjectInstance *
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{
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auto obj = new CGPandoraBox();
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obj->ID = Obj::PANDORAS_BOX;
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@ -2184,27 +2184,8 @@ void CRmgTemplateZone::addAllPossibleObjects (CMapGenerator* gen)
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std::vector <CSpell *> spells;
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for (auto spell : VLC->spellh->objects)
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{
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if (!spell->isSpecialSpell())
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{
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bool school = false; //TODO: we could have better interface for iterating schools
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switch (i)
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{
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case 1:
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school = spell->air;
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break;
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case 2:
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school = spell->earth;
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break;
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case 3:
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school = spell->fire;
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break;
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case 4:
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school = spell->water;
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break;
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}
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if (school)
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spells.push_back(spell);
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}
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if (!spell->isSpecialSpell() && spell->school[(ESpellSchool)i])
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spells.push_back(spell);
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}
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RandomGeneratorUtil::randomShuffle(spells, gen->rand);
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