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Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there. * Declared existing Entity APIs. * Added basic script context caching * Started Lua script module * Started Lua spell effect API * Started script state persistence * Started battle info callback binding * CommitPackage removed * Extracted spells::Caster to own header; Expanded Spell API. * implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C * !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented * Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key) * Re-enabled VERM macros. * !?GM0 added * !?TM implemented * Added !!MF:N * Started !?OB, !!BM, !!HE, !!OW, !!UN * Added basic support of w-variables * Added support for ERM indirect variables * Made !?FU regular trigger * !!re (ERA loop receiver) implemented * Fixed ERM receivers with zero args.
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@ -31,13 +31,13 @@ void CSerializer::addStdVecItems(CGameState *gs, LibClasses *lib)
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{
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registerVectoredType<CGObjectInstance, ObjectInstanceID>(&gs->map->objects,
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[](const CGObjectInstance &obj){ return obj.id; });
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registerVectoredType<CHero, HeroTypeID>(&lib->heroh->heroes,
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registerVectoredType<CHero, HeroTypeID>(&lib->heroh->objects,
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[](const CHero &h){ return h.ID; });
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registerVectoredType<CGHeroInstance, HeroTypeID>(&gs->map->allHeroes,
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[](const CGHeroInstance &h){ return h.type->ID; });
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registerVectoredType<CCreature, CreatureID>(&lib->creh->creatures,
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registerVectoredType<CCreature, CreatureID>(&lib->creh->objects,
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[](const CCreature &cre){ return cre.idNumber; });
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registerVectoredType<CArtifact, ArtifactID>(&lib->arth->artifacts,
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registerVectoredType<CArtifact, ArtifactID>(&lib->arth->objects,
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[](const CArtifact &art){ return art.id; });
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registerVectoredType<CArtifactInstance, ArtifactInstanceID>(&gs->map->artInstances,
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[](const CArtifactInstance &artInst){ return artInst.id; });
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