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@@ -1050,11 +1050,11 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
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{
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- if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex::GATE_BRIDGE)
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+ if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
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return true;
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- if(hex == BattleHex::GATE_OUTER)
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+ if(hex == ESiegeHex::GATE_OUTER)
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return true;
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- if(hex == BattleHex::GATE_INNER)
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+ if(hex == ESiegeHex::GATE_INNER)
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return true;
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return false;
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@@ -1114,11 +1114,11 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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{
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auto needOpenGates = [&](BattleHex hex) -> bool
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{
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- if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex::GATE_BRIDGE)
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+ if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
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return true;
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- if(hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == BattleHex::GATE_OUTER)
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+ if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
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return true;
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- else if(hex == BattleHex::GATE_OUTER || hex == BattleHex::GATE_INNER)
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+ else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
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return true;
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return false;
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@@ -1146,24 +1146,24 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
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if(!gateMayCloseAtHex.isValid() && dbState != EDrawbridgeState::RAISED)
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{
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- if(hex == BattleHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
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+ if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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if(gs->curB->town->subID == ETownType::FORTRESS)
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{
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- if(hex == BattleHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_OUTER)
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+ if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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- else if(hex == BattleHex::GATE_OUTER && i-1 >= 0 &&
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- path.first[i-1] != BattleHex::GATE_INNER &&
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- path.first[i-1] != BattleHex::GATE_BRIDGE)
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+ else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
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+ path.first[i-1] != ESiegeHex::GATE_INNER &&
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+ path.first[i-1] != ESiegeHex::GATE_BRIDGE)
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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}
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- else if(hex == BattleHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != BattleHex::GATE_INNER)
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+ else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
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{
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gateMayCloseAtHex = path.first[i-1];
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}
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@@ -3608,21 +3608,21 @@ void CGameHandler::updateDrawbridgeState()
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}
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else if(db.state == EDrawbridgeState::LOWERED)
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{
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- if(!gs->curB->battleGetStackByPos(BattleHex(BattleHex::GATE_OUTER), false) &&
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- !gs->curB->battleGetStackByPos(BattleHex(BattleHex::GATE_INNER), false))
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+ if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
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+ !gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
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{
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if(gs->curB->town->subID == ETownType::FORTRESS)
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{
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- if(!gs->curB->battleGetStackByPos(BattleHex(BattleHex::GATE_BRIDGE), false))
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+ if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
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db.state = EDrawbridgeState::RAISED;
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}
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- else if(gs->curB->battleGetStackByPos(BattleHex(BattleHex::GATE_BRIDGE)))
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+ else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
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db.state = EDrawbridgeState::RAISED_BLOCKED;
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else
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db.state = EDrawbridgeState::RAISED;
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}
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}
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- else if(gs->curB->battleGetStackByPos(BattleHex(BattleHex::GATE_BRIDGE), false))
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+ else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
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db.state = EDrawbridgeState::RAISED_BLOCKED;
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else
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db.state = EDrawbridgeState::RAISED;
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