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Probably found the root cause of terrain problems.
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68a2bb78a5
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@ -250,8 +250,8 @@ public:
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}
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}
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bool operator == (const Identifier & b) const { return num == b.num; }
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bool operator == (const Identifier & b) const { return num == b.num; }
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bool operator <= (const Identifier & b) const { return num >= b.num; }
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bool operator <= (const Identifier & b) const { return num <= b.num; }
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bool operator >= (const Identifier & b) const { return num <= b.num; }
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bool operator >= (const Identifier & b) const { return num >= b.num; }
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bool operator != (const Identifier & b) const { return num != b.num; }
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bool operator != (const Identifier & b) const { return num != b.num; }
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bool operator < (const Identifier & b) const { return num < b.num; }
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bool operator < (const Identifier & b) const { return num < b.num; }
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bool operator > (const Identifier & b) const { return num > b.num; }
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bool operator > (const Identifier & b) const { return num > b.num; }
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@ -134,7 +134,7 @@ void initTerrainType(Zone & zone, CMapGenerator & gen)
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if (terrainType <= ETerrainId::NONE)
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if (terrainType <= ETerrainId::NONE)
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{
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{
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logGlobal->warn("Town %s has invalid terrain type: %s", zone.getTownType(), terrainType);
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logGlobal->warn("Town %s has invalid terrain type: %d", zone.getTownType(), terrainType);
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zone.setTerrainType(ETerrainId::DIRT);
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zone.setTerrainType(ETerrainId::DIRT);
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}
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}
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else
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else
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