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Compile fix - do it the old way.
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@ -259,24 +259,24 @@ void CCreatureHandler::loadCreatures()
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ncre.abilityRefs = parser.readString();
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{ //adding abilities from ZCRTRAIT.TXT
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static const std::pair < std::string,Bonus::BonusType> abilityMap [] =
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{{"FLYING_ARMY", Bonus::FLYING},
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{"SHOOTING_ARMY", Bonus::SHOOTER},
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{"SIEGE_WEAPON", Bonus::SIEGE_WEAPON},
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{"const_free_attack", Bonus::BLOCKS_RETALIATION},
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{"IS_UNDEAD", Bonus::UNDEAD},
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{"const_no_melee_penalty",Bonus::NO_MELEE_PENALTY},
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{"const_jousting",Bonus::JOUSTING},
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{"KING_1",Bonus::KING1},
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{"KING_2",Bonus::KING2},
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{"KING_3",Bonus::KING3},
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{"const_no_wall_penalty",Bonus::NO_WALL_PENALTY},
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{"CATAPULT",Bonus::CATAPULT},
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{"MULTI_HEADED",Bonus::ATTACKS_ALL_ADJACENT},
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{"IMMUNE_TO_MIND_SPELLS",Bonus::MIND_IMMUNITY},
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{"IMMUNE_TO_FIRE_SPELLS",Bonus::FIRE_IMMUNITY},
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{"IMMUNE_TO_FIRE_SPELLS",Bonus::FIRE_IMMUNITY},
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{"HAS_EXTENDED_ATTACK",Bonus::TWO_HEX_ATTACK_BREATH}};
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static const std::map < std::string,Bonus::BonusType> abilityMap = boost::assign::map_list_of
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("FLYING_ARMY", Bonus::FLYING)
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("SHOOTING_ARMY", Bonus::SHOOTER)
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("SIEGE_WEAPON", Bonus::SIEGE_WEAPON)
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("const_free_attack", Bonus::BLOCKS_RETALIATION)
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("IS_UNDEAD", Bonus::UNDEAD)
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("const_no_melee_penalty",Bonus::NO_MELEE_PENALTY)
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("const_jousting",Bonus::JOUSTING)
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("KING_1",Bonus::KING1)
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("KING_2",Bonus::KING2)
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("KING_3",Bonus::KING3)
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("const_no_wall_penalty",Bonus::NO_WALL_PENALTY)
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("CATAPULT",Bonus::CATAPULT)
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("MULTI_HEADED",Bonus::ATTACKS_ALL_ADJACENT)
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("IMMUNE_TO_MIND_SPELLS",Bonus::MIND_IMMUNITY)
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("IMMUNE_TO_FIRE_SPELLS",Bonus::FIRE_IMMUNITY)
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("IMMUNE_TO_FIRE_SPELLS",Bonus::FIRE_IMMUNITY)
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("HAS_EXTENDED_ATTACK",Bonus::TWO_HEX_ATTACK_BREATH);
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auto hasAbility = [&ncre](const std::string name) -> bool
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{
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