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@@ -73,6 +73,7 @@ public:
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std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
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std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
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std::vector<CCastleEvent> events;
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std::vector<CCastleEvent> events;
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std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
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std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond, factory = save debts);
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+ int lastSpellResearchDay;
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//////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////
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template <typename Handler> void serialize(Handler &h)
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template <typename Handler> void serialize(Handler &h)
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@@ -93,6 +94,9 @@ public:
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h & spells;
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h & spells;
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h & events;
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h & events;
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+ if (h.version >= Handler::Version::SPELL_RESEARCH)
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+ h & lastSpellResearchDay;
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+
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if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)
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if (h.version >= Handler::Version::NEW_TOWN_BUILDINGS)
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{
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{
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h & rewardableBuildings;
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h & rewardableBuildings;
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