Correct case for all CUnit methods
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c38fb3dd41
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5 changed files with 96 additions and 96 deletions
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@ -80,7 +80,7 @@ int CTTRTSGame::IssueOrder( Team team, const SOrder & order )
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// Get the right unit for the order
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for ( SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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if ( pair.unit.getID() == order.unit )
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if (pair.unit.GetID() == order.unit )
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{
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pair.order = order;
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return 0;
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@ -113,10 +113,10 @@ uvector2 CTTRTSGame::GetNewPosition( const SOrderUnitPair & pair ) const
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{
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// For forward orders, grab in front
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case command_c::F:
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return pair.unit.getInFront();
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return pair.unit.GetInFront();
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// For all other orders, just grab the old position
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default:
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return pair.unit.getPos();
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return pair.unit.GetPos();
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}
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}
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@ -145,7 +145,7 @@ int CTTRTSGame::SimulateToNextTurn()
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for ( const SOrderUnitPair & pair2 : m_OrderUnitPairs )
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{
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// Skip myself
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if( pair.unit.getID() == pair2.unit.getID() ) continue;
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if(pair.unit.GetID() == pair2.unit.GetID() ) continue;
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if( GetNewPosition(pair2) == newpos )
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{
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@ -158,7 +158,7 @@ int CTTRTSGame::SimulateToNextTurn()
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// If the movement is still possible
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if ( possible )
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{
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pair.unit.setPos(newpos);
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pair.unit.SetPos(newpos);
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}
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}
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break;
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@ -175,13 +175,13 @@ int CTTRTSGame::SimulateToNextTurn()
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case command_c::L:
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{
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// Simply turn left
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pair.unit.turnLeft();
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pair.unit.TurnLeft();
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}
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break;
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case command_c::R:
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{
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// Simply turn right
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pair.unit.turnRight();
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pair.unit.TurnRight();
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}
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break;
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default:
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@ -200,11 +200,11 @@ int CTTRTSGame::SimulateToNextTurn()
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{
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if ( pair.order.command == command_c::A )
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{
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uvector2 newpos = pair.unit.getInFront();
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uvector2 newpos = pair.unit.GetInFront();
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// If move would be within the arena
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if ( ( newpos.x <= dimensions.x-1 ) && ( newpos.y <= dimensions.y-1 ) )
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{
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pair.unit.setPos(newpos);
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pair.unit.SetPos(newpos);
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// Unit moved, so more charging needs to be done
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charging = true;
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@ -218,13 +218,13 @@ int CTTRTSGame::SimulateToNextTurn()
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for ( SOrderUnitPair & pair1 : m_OrderUnitPairs )
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if ( pair1.order.command == command_c::A )
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for ( SOrderUnitPair & pair2 : m_OrderUnitPairs )
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if ( pair1.unit.getID() != pair2.unit.getID() // Don't check the same units
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if (pair1.unit.GetID() != pair2.unit.GetID() // Don't check the same units
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&& pair2.order.command == command_c::A )
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{
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if( CheckForPassThrough(pair1.unit,pair2.unit) )
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{
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toKill.push_back(pair1.unit.getID());
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toKill.push_back(pair2.unit.getID());
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toKill.push_back(pair1.unit.GetID());
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toKill.push_back(pair2.unit.GetID());
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}
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}
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@ -236,18 +236,18 @@ int CTTRTSGame::SimulateToNextTurn()
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for ( SOrderUnitPair & pair1 : m_OrderUnitPairs )
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for ( SOrderUnitPair & pair2 : m_OrderUnitPairs )
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{
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if( pair1.unit.getID() == pair2.unit.getID() ) continue; // Don't check the same units
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if(pair1.unit.GetID() == pair2.unit.GetID() ) continue; // Don't check the same units
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if( pair1.unit.getPos() == pair2.unit.getPos() )
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if(pair1.unit.GetPos() == pair2.unit.GetPos() )
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{
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if( pair1.order.command == command_c::A )
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{
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toKill.push_back(pair2.unit.getID());
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toKill.push_back(pair2.unit.GetID());
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}
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if( pair2.order.command == command_c::A )
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{
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toKill.push_back(pair1.unit.getID());
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toKill.push_back(pair1.unit.GetID());
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}
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}
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}
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@ -280,7 +280,7 @@ void CTTRTSGame::KillAll( std::vector< unit_id_t >& vec )
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it != m_OrderUnitPairs.end();
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it++ )
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{
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if( (*it).unit.getID() == id )
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if((*it).unit.GetID() == id )
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{
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// Remove the unit from our alive unit pairs
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m_OrderUnitPairs.erase(it);
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@ -294,10 +294,10 @@ void CTTRTSGame::KillAll( std::vector< unit_id_t >& vec )
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// Check if two units passed through each other
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bool CTTRTSGame::CheckForPassThrough( const CUnit& one, const CUnit& two )
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{
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uvector2 pos1 = one.getPos();
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uvector2 pos2 = two.getPos();
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dir_t dir1 = one.getDir();
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dir_t dir2 = two.getDir();
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uvector2 pos1 = one.GetPos();
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uvector2 pos2 = two.GetPos();
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dir_t dir1 = one.GetDir();
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dir_t dir2 = two.GetDir();
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if( pos1.x == pos2.x ) { // Same col
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if (pos1.y == (pos2.y + 1)) {
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@ -327,18 +327,18 @@ bool CTTRTSGame::CheckForPassThrough( const CUnit& one, const CUnit& two )
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int CTTRTSGame::AddUnit( CUnit&& unit )
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{
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// Verify the unit
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if( !unit.valid() )
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if( !unit.Valid() )
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return 1;
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// Verify if the unit can be placed on the current board
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const uvector2 pos = unit.getPos();
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const uvector2 pos = unit.GetPos();
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if( (pos.x >= dimensions.x) || (pos.y >= dimensions.y) )
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return 2;
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// If any unit's position matches, reject this
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for ( const SOrderUnitPair & pair: m_OrderUnitPairs )
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{
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if( pair.unit.getPos() == unit.getPos() )
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if(pair.unit.GetPos() == unit.GetPos() )
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return 3;
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}
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@ -377,8 +377,8 @@ int CTTRTSGame::VerifyOrder( Team team, const SOrder & order ) const
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for ( const SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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// Accept if we have the unit
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if ( pair.unit.getID() == unitID
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&& pair.unit.getTeam() == team )
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if (pair.unit.GetID() == unitID
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&& pair.unit.GetTeam() == team )
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{
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ret = 0;
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break;
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@ -395,7 +395,7 @@ const CUnit& CTTRTSGame::GetUnitByIDConst( unit_id_t id ) const
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for ( const SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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// Attempt the unit add
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if ( pair.unit.getID() == id )
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if (pair.unit.GetID() == id )
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return pair.unit;
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}
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@ -410,7 +410,7 @@ const SOrder & CTTRTSGame::GetOrderByIDConst( unit_id_t id ) const
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for ( const SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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// Attempt the unit add
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if ( pair.unit.getID() == id )
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if (pair.unit.GetID() == id )
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return pair.order;
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}
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@ -425,7 +425,7 @@ CUnit& CTTRTSGame::GetUnitByID( unit_id_t id )
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for ( SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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// Attempt the unit add
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if ( pair.unit.getID() == id )
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if (pair.unit.GetID() == id )
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return pair.unit;
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}
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@ -443,7 +443,7 @@ std::vector<Team> CTTRTSGame::GetTeams() const
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// Grab all teams
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for ( const SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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teams.push_back(pair.unit.getTeam());
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teams.push_back(pair.unit.GetTeam());
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}
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// Remove dupes
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@ -463,7 +463,7 @@ Team CTTRTSGame::CheckForWin() const
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// Count up all the units for each Team
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for ( const SOrderUnitPair & pair : m_OrderUnitPairs )
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{
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const int team = (int)pair.unit.getTeam();
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const int team = (int) pair.unit.GetTeam();
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units[team] += 1;
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}
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