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* refactoring
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@@ -21,7 +21,7 @@
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*
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*/
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SecondarySkill::SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill::SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
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SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
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{
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if(possibles.size()==1)
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return *possibles.begin();
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@@ -166,7 +166,7 @@ CHeroClass *CHeroClassHandler::loadClass(const JsonNode & node)
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heroClass->primarySkillHighLevel.push_back(node["highLevelChance"][pSkill].Float());
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}
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BOOST_FOREACH(const std::string & secSkill, SecondarySkill::names)
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BOOST_FOREACH(const std::string & secSkill, NSecondarySkill::names)
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{
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heroClass->secSkillProbability.push_back(node["secondarySkills"][secSkill].Float());
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}
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@@ -271,9 +271,9 @@ void CHeroHandler::loadHeroJson(CHero * hero, const JsonNode & node)
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BOOST_FOREACH(const JsonNode &set, node["skills"].Vector())
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{
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SecondarySkill::SecondarySkill skillID = static_cast<SecondarySkill::SecondarySkill>(
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boost::range::find(SecondarySkill::names, set["skill"].String()) - boost::begin(SecondarySkill::names));
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int skillLevel = boost::range::find(SecondarySkill::levels, set["level"].String()) - boost::begin(SecondarySkill::levels);
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SecondarySkill skillID = SecondarySkill(
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boost::range::find(NSecondarySkill::names, set["skill"].String()) - boost::begin(NSecondarySkill::names));
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int skillLevel = boost::range::find(NSecondarySkill::levels, set["level"].String()) - boost::begin(NSecondarySkill::levels);
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hero->secSkillsInit.push_back(std::make_pair(skillID, skillLevel));
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}
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@@ -319,7 +319,7 @@ void CHeroHandler::load()
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{
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for (int i = 0; i < GameConstants::SKILL_QUANTITY; ++i)
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{
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VLC->modh->identifiers.registerObject("skill." + SecondarySkill::names[i], i);
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VLC->modh->identifiers.registerObject("skill." + NSecondarySkill::names[i], i);
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}
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classes.load();
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loadHeroes();
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