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- Fixed mantis #1422 (starting another scenario crashes VCMI for now)
- Refactoring
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@ -807,7 +807,7 @@ void CGameState::init(StartInfo * si)
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{
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continue;
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}
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auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, scenarioOps->campState->currentMap, g);
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auto bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, *scenarioOps->campState->currentMap, g);
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hero->addNewBonus(bb);
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}
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}
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@ -886,9 +886,9 @@ void CGameState::init(StartInfo * si)
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{
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logGlobal->infoStream() << "Open campaign map file: " << scenarioOps->campState->currentMap;
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auto campaign = scenarioOps->campState;
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assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->campState->currentMap));
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assert(vstd::contains(campaign->camp->mapPieces, *scenarioOps->campState->currentMap));
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std::string & mapContent = campaign->camp->mapPieces[scenarioOps->campState->currentMap];
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std::string & mapContent = campaign->camp->mapPieces[*scenarioOps->campState->currentMap];
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auto buffer = reinterpret_cast<const ui8 *>(mapContent.data());
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map = CMapService::loadMap(buffer, mapContent.size()).release();
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}
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