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Splitting stacks
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@@ -204,11 +204,18 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
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hall = CGI->spriteh->giveDef("ITMTL.DEF");
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fort = CGI->spriteh->giveDef("ITMCL.DEF");
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flag = CGI->spriteh->giveDef("CREST58.DEF");
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hBuild = NULL;
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count=0;
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town = Town;
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//garrison
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garr = new CGarrisonInt(305,387,4,32,townInt,243,13,town,town->visitingHero);
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townlist = new CTownList<CCastleInterface>(3,&genRect(128,48,744,414),744,414,744,526);
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exit = new AdventureMapButton<CCastleInterface>
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(CGI->townh->tcommands[8],"",&CCastleInterface::close,744,544,"TSBTNS.DEF",this,false,NULL,false);
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split = new AdventureMapButton<CCastleInterface>
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(CGI->townh->tcommands[3],"",&CCastleInterface::splitF,744,382,"TSBTNS.DEF",this,false,NULL,false);
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split = new AdventureMapButton<CGarrisonInt>
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(CGI->townh->tcommands[3],"",&CGarrisonInt::splitClick,744,382,"TSBTNS.DEF",garr,false,NULL,false);
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statusbar = new CStatusBar(8,555,"TSTATBAR.bmp",732);
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townlist->owner = this;
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@@ -217,9 +224,6 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
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townlist->selected = getIndexOf(townlist->items,Town);
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if((townlist->selected+1) > townlist->SIZE)
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townlist->from = townlist->selected - townlist->SIZE + 1;
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hBuild = NULL;
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count=0;
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town = Town;
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CSDL_Ext::blueToPlayersAdv(townInt,LOCPLINT->playerID);
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exit->bitmapOffset = 4;
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@@ -229,8 +233,6 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
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recreateBuildings();
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//garrison
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garr = new CGarrisonInt(305,387,4,32,townInt,243,13,town,town->visitingHero);
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if(Activate)
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{
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