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Merge remote-tracking branch 'upstream/develop' into develop
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@@ -31,6 +31,7 @@
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#include "../StartInfo.h"
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#include "CGTownInstance.h"
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#include "../entities/faction/CTownHandler.h"
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#include "../battle/CBattleInfoEssentials.h"
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#include "../campaign/CampaignState.h"
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#include "../json/JsonBonus.h"
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#include "../pathfinder/TurnInfo.h"
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@@ -893,7 +894,7 @@ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &b
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double necromancySkill = valOfBonuses(BonusType::UNDEAD_RAISE_PERCENTAGE) / 100.0;
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const ui8 necromancyLevel = valOfBonuses(BonusType::IMPROVED_NECROMANCY);
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vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
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const std::map<CreatureID,si32> &casualties = battleResult.casualties[!battleResult.winner];
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const std::map<CreatureID,si32> &casualties = battleResult.casualties[CBattleInfoEssentials::otherSide(battleResult.winner)];
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// figure out what to raise - pick strongest creature meeting requirements
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CreatureID creatureTypeRaised = CreatureID::NONE; //now we always have IMPROVED_NECROMANCY, no need for hardcode
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int requiredCasualtyLevel = 1;
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