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Next part of town configuration:
- town screen is mostly implemented, has some minor issues - factions are now separate from towns, neutrals have faction with id=9 - more constants to GameConstants: town-specific buildings, strings for terrains and resources - replaced most access to builtBuildings with isBuilt() method - replaced id's with enums for town subtype and buildings id's
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@ -401,11 +401,11 @@ void NewStructures::applyCl( CClient *cl )
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CGTownInstance *town = GS(cl)->getTown(tid);
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BOOST_FOREACH(si32 id, bid)
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{
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if(id==13) //fort or capitol
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if(id== EBuilding::CAPITOL) //fort or capitol
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{
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town->defInfo = GS(cl)->capitols[town->subID];
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}
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if(id ==7)
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if(id == EBuilding::FORT)
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{
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town->defInfo = GS(cl)->forts[town->subID];
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}
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