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Add reset to some static variables on client
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@ -240,6 +240,8 @@ void CClient::endGame( bool closeConnection /*= true*/ )
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battleints.clear();
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callbacks.clear();
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battleCallbacks.clear();
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CGKeys::reset();
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CGMagi::reset();
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CGObelisk::reset();
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logNetwork->infoStream() << "Deleted playerInts.";
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logNetwork->infoStream() << "Client stopped.";
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@ -762,6 +762,11 @@ void CGQuestGuard::completeQuest(const CGHeroInstance *h) const
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cb->removeObject(this);
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}
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void CGKeys::reset()
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{
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playerKeyMap.clear();
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}
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void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8
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{
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if (what >= 101 && what <= (100 + PlayerColor::PLAYER_LIMIT_I))
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@ -154,6 +154,8 @@ public:
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static std::map <PlayerColor, std::set <ui8> > playerKeyMap; //[players][keysowned]
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//SubID 0 - lightblue, 1 - green, 2 - red, 3 - darkblue, 4 - brown, 5 - purple, 6 - white, 7 - black
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static void reset();
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bool wasMyColorVisited (PlayerColor player) const;
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std::string getObjectName() const override; //depending on color
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@ -1869,6 +1869,11 @@ void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler)
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CCreatureSet::serializeJson(handler, "army");
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}
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void CGMagi::reset()
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{
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eyelist.clear();
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}
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void CGMagi::initObj()
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{
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if (ID == Obj::EYE_OF_MAGI)
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@ -441,6 +441,8 @@ class DLL_LINKAGE CGMagi : public CGObjectInstance
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public:
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static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
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static void reset();
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void initObj() override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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