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- Fixed crash on creature window drawn for neutral faction
- Fixed sound parsing. Check forum for updated mod. It is now possible to attack & fight new creatures without crash.
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@ -1251,11 +1251,15 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool An
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pos.x+=x;
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pos.y+=y;
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assert(vstd::contains(CGI->townh->factions, cre->faction));
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si8 faction = 0;//FIXME: support neutral faction
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if (vstd::contains(CGI->townh->factions, cre->faction))
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{
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faction = cre->faction;
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}
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if(Big)
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bg = new CPicture(CGI->townh->factions[cre->faction].creatureBg130);
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bg = new CPicture(CGI->townh->factions[faction].creatureBg130);
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else
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bg = new CPicture(CGI->townh->factions[cre->faction].creatureBg120);
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bg = new CPicture(CGI->townh->factions[faction].creatureBg120);
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bg->needRefresh = true;
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anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
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anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
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@ -241,7 +241,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
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const JsonNode & sounds = node["sound"];
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#define GET_SOUND_VALUE(value_name) do { value = &node[#value_name]; if (!value->isNull()) cre->sounds.value_name = sounds[#value_name].String(); } while(0)
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#define GET_SOUND_VALUE(value_name) do { value = &sounds[#value_name]; if (!value->isNull()) cre->sounds.value_name = value->String(); } while(0)
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GET_SOUND_VALUE(attack);
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GET_SOUND_VALUE(defend);
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GET_SOUND_VALUE(killed);
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