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Extending hero info callback
Allow to check battle enemy hero details + adding max spell points to available data
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@ -273,6 +273,16 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
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bool accessFlag = hasAccess(h->tempOwner);
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if (!accessFlag && gs->curB) //if it's battle we can get enemy hero full data
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{
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ui8 playerSide = gs->curB->playerToSide(*player);
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if (playerSide >= 0)
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{
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if (gs->curB->sides[!playerSide].hero == h)
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accessFlag = true;
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}
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}
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if(!accessFlag && nullptr != selectedObject)
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{
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const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
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@ -3044,6 +3044,7 @@ void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
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details->luck = h->LuckVal();
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details->morale = h->MoraleVal();
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details->mana = h->mana;
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details->manaLimit = h->manaLimit();
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details->primskills.resize(GameConstants::PRIMARY_SKILLS);
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for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
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@ -48,7 +48,7 @@ public:
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struct DLL_LINKAGE Details
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{
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std::vector<si32> primskills;
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si32 mana, luck, morale;
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si32 mana, manaLimit, luck, morale;
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} *details;
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const CHeroClass *hclass;
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