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@@ -1190,19 +1190,10 @@ void RemoveObject::applyGs(CGameState *gs)
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if(obj->ID == Obj::HERO) //remove beaten hero
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{
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- auto beatenObject = gs->getMap().eraseObject(obj->id);
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- auto beatenHero = std::dynamic_pointer_cast<CGHeroInstance>(beatenObject);
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+ auto beatenHero = dynamic_cast<CGHeroInstance*>(obj);
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assert(beatenHero);
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auto * siegeNode = beatenHero->whereShouldBeAttachedOnSiege(gs);
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-
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- // FIXME: workaround:
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- // hero should be attached to siegeNode after battle
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- // however this code might also be called on dismissing hero while in town
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- if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
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- beatenHero->detachFrom(*siegeNode);
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-
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- beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
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vstd::erase_if(beatenHero->artifactsInBackpack, [](const ArtSlotInfo& asi)
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{
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return asi.getArt()->getTypeId() == ArtifactID::GRAIL;
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@@ -1210,17 +1201,21 @@ void RemoveObject::applyGs(CGameState *gs)
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if(beatenHero->getVisitedTown())
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{
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- if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero.get())
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+ if(beatenHero->getVisitedTown()->getGarrisonHero() == beatenHero)
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beatenHero->getVisitedTown()->setGarrisonedHero(nullptr);
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else
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beatenHero->getVisitedTown()->setVisitingHero(nullptr);
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beatenHero->setVisitedTown(nullptr, false);
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}
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+ beatenHero->detachFromBonusSystem(*gs);
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+ beatenHero->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
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- //return hero to the pool, so he may reappear in tavern
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- gs->heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
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- gs->getMap().addToHeroPool(beatenHero);
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+ // FIXME: workaround:
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+ // hero should be attached to siegeNode after battle
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+ // however this code might also be called on dismissing hero while in town
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+ if (siegeNode && vstd::contains(beatenHero->getParentNodes(), siegeNode))
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+ beatenHero->detachFrom(*siegeNode);
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//If hero on Boat is removed, the Boat disappears
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if(beatenHero->inBoat())
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@@ -1229,6 +1224,13 @@ void RemoveObject::applyGs(CGameState *gs)
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beatenHero->setBoat(nullptr);
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gs->getMap().eraseObject(boat->id);
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}
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+
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+ auto beatenObject = gs->getMap().eraseObject(obj->id);
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+
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+ //return hero to the pool, so he may reappear in tavern
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+ gs->heroesPool->addHeroToPool(beatenHero->getHeroTypeID());
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+ gs->getMap().addToHeroPool(std::dynamic_pointer_cast<CGHeroInstance>(beatenObject));
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+
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return;
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}
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