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Remove unnecessary access to gamestate
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@ -76,7 +76,7 @@ bool CTeamVisited::wasVisited(const TeamID & team) const
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//CGMine
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void CGMine::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
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{
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auto relations = cb->gameState().getPlayerRelations(h->tempOwner, tempOwner);
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auto relations = cb->getPlayerRelations(h->tempOwner, tempOwner);
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if(relations == PlayerRelations::SAME_PLAYER) //we're visiting our mine
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{
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@ -878,7 +878,7 @@ std::vector<CreatureID> CGGarrison::providedCreatures() const
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void CGGarrison::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
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{
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auto relations = cb->gameState().getPlayerRelations(h->tempOwner, tempOwner);
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auto relations = cb->getPlayerRelations(h->tempOwner, tempOwner);
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if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
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//TODO: Find a way to apply magic garrison effects in battle.
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gameEvents.startBattle(h, this);
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@ -1097,7 +1097,7 @@ const IObjectInterface * CGShipyard::getObject() const
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void CGShipyard::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
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{
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if(cb->gameState().getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)
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if(cb->getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)
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gameEvents.setOwner(this, h->tempOwner);
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if(shipyardStatus() != IBoatGenerator::GOOD)
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@ -1149,7 +1149,7 @@ void CGObelisk::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstanc
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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TeamState *ts = cb->gameState().getPlayerTeam(h->tempOwner);
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const TeamState *ts = cb->getPlayerTeam(h->tempOwner);
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assert(ts);
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TeamID team = ts->id;
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