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Formatting and cleanup
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@ -117,13 +117,13 @@ const CGTownInstance * PlayerLocalState::getCurrentTown() const
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const CArmedInstance * PlayerLocalState::getCurrentArmy() const
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{
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if (currentSelection)
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if(currentSelection)
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return dynamic_cast<const CArmedInstance *>(currentSelection);
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else
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return nullptr;
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}
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void PlayerLocalState::setSelection(const CArmedInstance *selection)
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void PlayerLocalState::setSelection(const CArmedInstance * selection)
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{
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currentSelection = selection;
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}
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@ -133,7 +133,7 @@ bool PlayerLocalState::isHeroSleeping(const CGHeroInstance * hero) const
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return vstd::contains(sleepingHeroes, hero);
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}
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void PlayerLocalState::setHeroAsleep(const CGHeroInstance *hero)
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void PlayerLocalState::setHeroAsleep(const CGHeroInstance * hero)
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{
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assert(hero);
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assert(vstd::contains(wanderingHeroes, hero));
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@ -158,7 +158,7 @@ const std::vector<const CGHeroInstance *> & PlayerLocalState::getWanderingHeroes
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const CGHeroInstance * PlayerLocalState::getWanderingHero(size_t index)
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{
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if (index < wanderingHeroes.size())
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if(index < wanderingHeroes.size())
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return wanderingHeroes[index];
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return nullptr;
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}
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@ -185,7 +185,7 @@ const std::vector<const CGTownInstance *> & PlayerLocalState::getOwnedTowns()
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const CGTownInstance * PlayerLocalState::getOwnedTown(size_t index)
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{
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if (index < ownedTowns.size())
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if(index < ownedTowns.size())
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return ownedTowns[index];
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return nullptr;
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}
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