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vcmi: use enum class for EComponentType
There is really no reason not to use it
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@@ -190,7 +190,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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break;
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}
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cb->giveHeroBonus(&gbonus);
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iw.components.emplace_back(Component::MORALE, 0, -1, 0);
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iw.components.emplace_back(Component::EComponentType::MORALE, 0, -1, 0);
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iw.soundID = soundBase::GRAVEYARD;
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break;
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}
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@@ -201,7 +201,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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gb.id = hero->id.getNum();
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cb->giveHeroBonus(&gb);
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textID = 107;
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iw.components.emplace_back(Component::LUCK, 0, -2, 0);
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iw.components.emplace_back(Component::EComponentType::LUCK, 0, -2, 0);
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break;
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}
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case Obj::CREATURE_BANK:
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@@ -225,7 +225,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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{
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if (bc->resources[it] != 0)
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{
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iw.components.emplace_back(Component::RESOURCE, it, bc->resources[it], 0);
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iw.components.emplace_back(Component::EComponentType::RESOURCE, it, bc->resources[it], 0);
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loot << "%d %s";
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loot.addReplacement(iw.components.back().val);
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loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
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@@ -235,7 +235,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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//grant artifacts
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for (auto & elem : bc->artifacts)
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{
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iw.components.emplace_back(Component::ARTIFACT, elem, 0, 0);
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iw.components.emplace_back(Component::EComponentType::ARTIFACT, elem, 0, 0);
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loot << "%s";
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loot.addReplacement(MetaString::ART_NAMES, elem);
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cb->giveHeroNewArtifact(hero, VLC->arth->objects[elem], ArtifactPosition::FIRST_AVAILABLE);
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@@ -279,7 +279,7 @@ void CBank::doVisit(const CGHeroInstance * hero) const
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if(hero->canLearnSpell(spell))
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{
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spells.insert(spellId);
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iw.components.emplace_back(Component::SPELL, spellId, 0, 0);
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iw.components.emplace_back(Component::EComponentType::SPELL, spellId, 0, 0);
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}
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}
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else
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