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							- #define VCMI_DLL
 
- #include "IGameCallback.h"
 
- #include "../CGameState.h"
 
- #include "../map.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../StartInfo.h"
 
- const CGObjectInstance* IGameCallback::getObj(int objid)
 
- {
 
- 	return gs->map->objects[objid];
 
- }
 
- const CGHeroInstance* IGameCallback::getHero(int objid)
 
- {
 
- 	return dynamic_cast<const CGHeroInstance*>(gs->map->objects[objid]);
 
- }
 
- const CGTownInstance* IGameCallback::getTown(int objid)
 
- {
 
- 	return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid]);
 
- }
 
- int IGameCallback::getOwner(int heroID)
 
- {
 
- 	return gs->map->objects[heroID]->tempOwner;
 
- }
 
- int IGameCallback::getResource(int player, int which)
 
- {
 
- 	return gs->players.find(player)->second.resources[which];
 
- }
 
- int IGameCallback::getDate(int mode)
 
- {
 
- 	return gs->getDate(mode);
 
- }
 
- const CGHeroInstance* IGameCallback::getSelectedHero( int player )
 
- {
 
- 	return getHero(gs->players.find(player)->second.currentSelection);
 
- }
 
- const PlayerSettings * IGameCallback::getPlayerSettings( int color )
 
- {
 
- 	return &gs->scenarioOps->getIthPlayersSettings(color);
 
- }
 
 
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