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cleanup unused code
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@@ -3909,15 +3909,15 @@ bool CGameHandler::sacrificeCreatures(const IMarket * market, const CGHeroInstan
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return true;
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}
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bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, const std::vector<ArtifactInstanceID> & arts)
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bool CGameHandler::sacrificeArtifact(const IMarket * market, const CGHeroInstance * hero, const ObjectInstanceID & marketId, const std::vector<ArtifactInstanceID> & arts)
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{
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if (!hero)
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COMPLAIN_RET("You need hero to sacrifice artifact!");
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if(hero->getAlignment() == EAlignment::EVIL)
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COMPLAIN_RET("Evil hero can't sacrifice artifact!");
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assert(m);
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auto altarObj = dynamic_cast<const CGArtifactsAltar*>(m);
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assert(market);
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const auto artSet = getArtSet(marketId);
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int expSum = 0;
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auto finish = [this, &hero, &expSum]()
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@@ -3927,15 +3927,15 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
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for(const auto & artInstId : arts)
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{
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if(auto art = altarObj->getArtByInstanceId(artInstId))
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if(auto art = artSet->getArtByInstanceId(artInstId))
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{
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if(art->artType->isTradable())
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{
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int dmp;
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int expToGive;
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m->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
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market->getOffer(art->getTypeId(), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
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expSum += expToGive;
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removeArtifact(ArtifactLocation(altarObj->id, altarObj->getArtPos(art)));
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removeArtifact(ArtifactLocation(marketId, artSet->getArtPos(art)));
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}
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else
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{
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