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- implemented Hill Fort (minor issue - you can do ANY upgrades, including archers to sharpshooters without Gelu and so on)
- fixed some g++ errors in macroses - minor tweaks
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@@ -486,19 +486,12 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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updateInfo(obj);
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bool wasGarrison = false;
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for(std::list<IShowActivable*>::iterator i = GH.listInt.begin(); i != GH.listInt.end(); i++)
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{
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if((*i)->type & IShowActivable::WITH_GARRISON)
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{
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CWindowWithGarrison *wwg = static_cast<CWindowWithGarrison*>(*i);
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wwg->garr->recreateSlots();
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wasGarrison = true;
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}
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else if(CKingdomInterface *cki = dynamic_cast<CKingdomInterface*>(*i))
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{//a cheat for Kingdom Overview window (it has CWindowWithGarrison-childrens which are not present in ListInt)
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//need to create "Garrison Holder" class thingy
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cki->updateAllGarrisons();
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CGarrisonHolder *cgh = static_cast<CGarrisonHolder*>(*i);
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cgh->updateGarrisons();
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}
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else if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
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{
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@@ -2037,6 +2030,12 @@ void CPlayerInterface::showUniversityWindow(const IMarket *market, const CGHeroI
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GH.pushInt(cuw);
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}
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void CPlayerInterface::showHillFortWindow(const CGObjectInstance *object, const CGHeroInstance *visitor)
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{
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CHillFortWindow *chfw = new CHillFortWindow(visitor, object);
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GH.pushInt(chfw);
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}
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void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)
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{
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if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(GH.topInt()))
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