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calculate income
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@@ -1618,7 +1618,7 @@ struct statsHLP
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}
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// get total gold income
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static int getIncome(const PlayerState * ps)
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static int getIncome(const PlayerState * ps, int percentIncome)
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{
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int totalIncome = 0;
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const CGObjectInstance * heroOrTown = nullptr;
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@@ -1626,7 +1626,7 @@ struct statsHLP
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//Heroes can produce gold as well - skill, specialty or arts
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for(const auto & h : ps->heroes)
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{
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totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD))));
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totalIncome += h->valOfBonuses(Selector::typeSubtype(BonusType::GENERATE_RESOURCE, BonusSubtypeID(GameResID(GameResID::GOLD)))) * percentIncome / 100;
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if(!heroOrTown)
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heroOrTown = h;
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@@ -1661,7 +1661,7 @@ struct statsHLP
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assert(mine);
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if (mine->producedResource == EGameResID::GOLD)
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totalIncome += mine->producedQuantity;
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totalIncome += mine->getProducedQuantity();
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}
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}
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@@ -1751,7 +1751,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
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}
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if(level >= 5) //income
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{
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FILL_FIELD(income, statsHLP::getIncome(&g->second))
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FILL_FIELD(income, statsHLP::getIncome(&g->second, scenarioOps->getIthPlayersSettings(g->second.color).handicap.percentIncome))
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}
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if(level >= 2) //best hero's stats
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{
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