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Fix getting battlefield crash
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ac2bd4f79c
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@ -151,6 +151,12 @@ int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifes
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return src;
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}
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}
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BattleField CGHeroInstance::getBattlefield() const
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{
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return BattleField::NONE;
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}
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int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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{
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if (h3m)
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@ -270,6 +270,8 @@ public:
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void afterAddToMap(CMap * map) override;
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void updateFrom(const JsonNode & data) override;
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BattleField getBattlefield() const override;
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;//synchr
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///common part of hero instance and hero definition
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@ -159,7 +159,7 @@ public:
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std::set<int3> getBlockedOffsets() const; //returns set of relative positions blocked by this object
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bool isVisitable() const; //returns true if object is visitable
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BattleField getBattlefield() const;
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virtual BattleField getBattlefield() const;
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virtual bool isTile2Terrain() const { return false; }
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@ -1406,6 +1406,11 @@ void CGArtifact::pick(const CGHeroInstance * h) const
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cb->removeObject(this);
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}
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BattleField CGArtifact::getBattlefield() const
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{
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return BattleField::NONE;
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}
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void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if(result.winner == 0) //attacker won
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@ -201,6 +201,7 @@ public:
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void initObj(CRandomGenerator & rand) override;
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void afterAddToMap(CMap * map) override;
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BattleField getBattlefield() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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