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synced 2025-07-15 01:24:45 +02:00
- Fixed serialization of limiters
- Hero can now can have several separate specialty nodes - Fixed typo (speciality->specialty) - Fixed several crashes related to commanders - Improvements to specialty handling, bugfixes and temporary solutions for upcoming hero specialties in mods
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@ -42,7 +42,7 @@ struct TerrainTile;
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struct InfoWindow;
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struct Component;
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struct BankConfig;
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struct UpdateHeroSpeciality;
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struct UpdateHerospecialty;
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struct NewArtifact;
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class CGBoat;
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class CArtifactSet;
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@ -328,13 +328,18 @@ public:
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struct DLL_LINKAGE HeroSpecial : CBonusSystemNode
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{
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bool growthsWithLevel;
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bool growsWithLevel;
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HeroSpecial(){growsWithLevel = false;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CBonusSystemNode&>(*this);
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h & growthsWithLevel;
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h & growsWithLevel;
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}
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} speciality;
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};
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std::vector<HeroSpecial*> specialty;
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//BonusList bonuses;
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//////////////////////////////////////////////////////////////////////////
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@ -347,7 +352,7 @@ public:
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h & exp & level & name & biography & portrait & mana & secSkills & movement
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& sex & inTownGarrison & /*artifacts & artifWorn & */spells & patrol & moveDir;
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h & type & speciality & commander;
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h & type & specialty & commander;
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BONUS_TREE_DESERIALIZATION_FIX
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//visitied town pointer will be restored by map serialization method
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}
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@ -411,7 +416,7 @@ public:
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//void giveArtifact (ui32 aid);
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void initHeroDefInfo();
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void pushPrimSkill(int which, int val);
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void UpdateSpeciality();
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void Updatespecialty();
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void updateSkill(int which, int val);
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CGHeroInstance();
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