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Add "override" to virtual overriden methods
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@@ -117,18 +117,18 @@ public:
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} skillsInfo;
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//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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int getSightRadious() const; //sight distance (should be used if player-owned structure)
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int getSightRadious() const override; //sight distance (should be used if player-owned structure)
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//////////////////////////////////////////////////////////////////////////
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int getBoatType() const; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
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int getBoatType() const override; //0 - evil (if a ship can be evil...?), 1 - good, 2 - neutral
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void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
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//////////////////////////////////////////////////////////////////////////
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bool hasSpellbook() const;
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EAlignment::EAlignment getAlignment() const;
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const std::string &getBiography() const;
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bool needsLastStack()const;
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bool needsLastStack()const override;
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ui32 getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling
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ui32 getLowestCreatureSpeed() const;
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int3 getPosition(bool h3m = false) const; //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
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@@ -177,7 +177,7 @@ public:
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//////////////////////////////////////////////////////////////////////////
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void setType(si32 ID, si32 subID);
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void setType(si32 ID, si32 subID) override;
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void initHero();
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void initHero(HeroTypeID SUBID);
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