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Minor code simplifaction
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@@ -67,11 +67,6 @@ TownRewardableBuildingInstance::TownRewardableBuildingInstance(IGameCallback *cb
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TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
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TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
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: TownBuildingInstance(town, index)
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: TownBuildingInstance(town, index)
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{
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initObj(rand);
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}
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void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
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{
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{
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assert(town && town->getTown());
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assert(town && town->getTown());
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configuration = generateConfiguration(rand);
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configuration = generateConfiguration(rand);
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@@ -81,8 +81,6 @@ public:
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/// gives second part of reward after hero level-ups for proper granting of spells/mana
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/// gives second part of reward after hero level-ups for proper granting of spells/mana
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void heroLevelUpDone(const CGHeroInstance *hero) const override;
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void heroLevelUpDone(const CGHeroInstance *hero) const override;
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void initObj(vstd::RNG & rand) override;
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/// applies player selection of reward
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/// applies player selection of reward
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void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override;
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