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Support for Aurora Borealis
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@ -17,6 +17,7 @@
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* Full text of license available in license.txt file, in main folder
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* Full text of license available in license.txt file, in main folder
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*
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*
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*/
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*/
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typedef ui16 spelltype;
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class DLL_EXPORT CSpell
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class DLL_EXPORT CSpell
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{
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{
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@ -1578,6 +1578,15 @@ void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h
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cs.hid = h->id;
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cs.hid = h->id;
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cs.learn = true;
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cs.learn = true;
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for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
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for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
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{
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if (t->subID == 8 && vstd::contains(t->builtBuildings, 26)) //Aurora Borealis
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{
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std::vector<ui16> spells;
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getAllowedSpells(spells, i);
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for (int j = 0; j < spells.size(); ++j)
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cs.spells.insert(spells[j]);
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}
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else
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{
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{
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for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
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for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
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{
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{
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@ -1585,6 +1594,7 @@ void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h
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cs.spells.insert(t->spells[i][j]);
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cs.spells.insert(t->spells[i][j]);
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}
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}
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}
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}
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}
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if(cs.spells.size())
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if(cs.spells.size())
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sendAndApply(&cs);
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sendAndApply(&cs);
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}
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}
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