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Commanders can level up. It's non-interactive yet.
Printing secondary skills for Commanders.
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@@ -487,15 +487,20 @@ void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std:
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CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
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GH.pushInt(lw);
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}
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void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<std::pair<ui8, ui8> > secondarySkills,
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std::vector<Bonus *> specialSkills, boost::function<void(ui32)> &callback)
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void CPlayerInterface::commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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CCS->soundh->playSound(soundBase::heroNewLevel);
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CCreatureWindow * cw = new CCreatureWindow(commander);
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GH.pushInt(cw);
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//boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cl->callbacks[h->tempOwner].get(),_1,id))
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auto callback2 = boost::bind (&CCallback::selectionMade, cb, 0, playerID);
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showYesNoDialog ("Commander got level", callback2, callback2, true, std::vector<CComponent*>());
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//showYesNoDialog ("Commander got level", callback, callback, true, std::vector<CComponent*>());
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//TODO: display full window
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//CCreatureWindow * cw = new CCreatureWindow(commander);
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//GH.pushInt(cw);
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}
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void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
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{
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