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Fixed #1638 - spells banned in map settings appeared in town guild
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@ -2134,7 +2134,7 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
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{
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{
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if(i * 8 + yy < GameConstants::SPELLS_QUANTITY)
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if(i * 8 + yy < GameConstants::SPELLS_QUANTITY)
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{
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{
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if(c == (c | static_cast<ui8>(std::pow(2., yy))))
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if(c == (c | static_cast<ui8>(std::pow(2., yy)))) //add obligatory spell even if it's banned on a map (?)
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{
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{
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nt->obligatorySpells.push_back(SpellID(i * 8 + yy));
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nt->obligatorySpells.push_back(SpellID(i * 8 + yy));
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}
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}
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@ -2148,16 +2148,18 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
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ui8 c = reader.readUInt8();
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ui8 c = reader.readUInt8();
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for(int yy = 0; yy < 8; ++yy)
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for(int yy = 0; yy < 8; ++yy)
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{
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{
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if(i * 8 + yy < GameConstants::SPELLS_QUANTITY)
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int spellid = i * 8 + yy;
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if(spellid < GameConstants::SPELLS_QUANTITY)
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{
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{
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if(c != (c | static_cast<ui8>(std::pow(2., yy))))
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if(c != (c | static_cast<ui8>(std::pow(2., yy))) && map->allowedSpell[spellid]) //add random spell only if it's allowed on entire map
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{
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{
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nt->possibleSpells.push_back(SpellID(i * 8 + yy));
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nt->possibleSpells.push_back(SpellID(spellid));
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}
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}
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}
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}
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}
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}
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}
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}
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//add all spells from mods
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//add all spells from mods
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//TODO: allow customize new spells in towns
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for (int i = SpellID::AFTER_LAST; i < VLC->spellh->objects.size(); ++i)
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for (int i = SpellID::AFTER_LAST; i < VLC->spellh->objects.size(); ++i)
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{
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{
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nt->possibleSpells.push_back(SpellID(i));
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nt->possibleSpells.push_back(SpellID(i));
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