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Revert "Made turn refresh (healing, poison, etc.) occur...
...on first turn of game" This reverts commit 2012-04-24T02:55:45Z!brilliand@gmail.com.
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@ -75,9 +75,6 @@ Version 1.11.0-svn:
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* Improved performance of the Editor Settings ToD lighting controls
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* Engine:
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* Fixed bug #19599: Engine keeps redundant unit.ai_special_ information.
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* Unit refresh now occurs on first turn of the game (fixes bug #19656)
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This includes healing, poison, movement and attack recovery, and
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expiration of [object]duration=turn.
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* Graphics:
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* New graphics for the Spectre.
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* Help menu:
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@ -608,22 +608,17 @@ void play_controller::do_init_side(const unsigned int team_index, bool is_replay
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if(current_team.is_human() && !is_replay) {
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update_gui_to_player(player_number_ - 1);
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}
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// Calculate healing, poison, etc., unless we are loading a game.
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if (!loading_game_) {
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// We want to work out if units for this player should get healed,
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// and the player should get income now.
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// Healing/income happen if it's not the first turn of processing,
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// or if we are loading a game.
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if (!loading_game_ && turn() > 1) {
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for(unit_map::iterator i = units_.begin(); i != units_.end(); ++i) {
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if (i->side() == player_number_) {
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i->new_turn();
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}
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}
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calculate_healing(player_number_, !skip_replay_);
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reset_resting(units_, player_number_);
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}
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// Calculate the player's income, provided we are not loading
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// a game and it is not the first turn of play.
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if (!loading_game_ && turn() > 1) {
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current_team.new_turn();
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// If the expense is less than the number of villages owned
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@ -634,6 +629,9 @@ void play_controller::do_init_side(const unsigned int team_index, bool is_replay
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if(expense > 0) {
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current_team.spend_gold(expense);
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}
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calculate_healing(player_number_, !skip_replay_);
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reset_resting(units_, player_number_);
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}
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if (!loading_game_) {
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