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ArtifactUtils::isSlotBackpack() func + refactoring
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@ -1089,7 +1089,7 @@ DLL_LINKAGE void EraseArtifact::applyGs(CGameState *gs)
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DLL_LINKAGE void MoveArtifact::applyGs(CGameState * gs)
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{
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CArtifactInstance * art = src.getArt();
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if(dst.slot < GameConstants::BACKPACK_START)
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if(!ArtifactUtils::isSlotBackpack(dst.slot))
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assert(!dst.getArt());
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art->move(src, dst);
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@ -1114,7 +1114,7 @@ DLL_LINKAGE void BulkMoveArtifacts::applyGs(CGameState * gs)
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// so all the following indices will be affected. Thus, we need to update
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// the subsequent artifact slots to account for that
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auto srcPos = slot.srcPos;
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if((srcPos >= GameConstants::BACKPACK_START) && (operation != EBulkArtsOp::BULK_PUT))
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if(ArtifactUtils::isSlotBackpack(srcPos) && (operation != EBulkArtsOp::BULK_PUT))
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{
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srcPos = ArtifactPosition(srcPos.num - numBackpackArtifactsMoved);
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}
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@ -1170,9 +1170,7 @@ DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
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CArtifactSet * artSet = al.getHolderArtSet();
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const CArtifactInstance *transformedArt = al.getArt();
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assert(transformedArt);
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bool combineEquipped = true;
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if(al.slot >= GameConstants::BACKPACK_START)
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combineEquipped = false;
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bool combineEquipped = !ArtifactUtils::isSlotBackpack(al.slot);
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assert(vstd::contains(transformedArt->assemblyPossibilities(artSet, combineEquipped), builtArt));
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UNUSED(transformedArt);
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@ -1196,7 +1194,7 @@ DLL_LINKAGE void AssembledArtifact::applyGs(CGameState *gs)
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}
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else
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{
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al.slot = std::min(al.slot, pos)
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al.slot = std::min(al.slot, pos);
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}
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}
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