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Added common method to get names of hardcoded mod scopes
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@ -277,7 +277,19 @@ class DLL_LINKAGE CModHandler
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void loadMods(std::string path, std::string parent, const JsonNode & modSettings, bool enableMods);
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void loadOneMod(std::string modName, std::string parent, const JsonNode & modSettings, bool enableMods);
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public:
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/// returns true if scope is reserved for internal use and can not be used by mods
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static bool isScopeReserved(const TModID & scope);
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/// reserved scope name for referencing built-in (e.g. H3) objects
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static const TModID & scopeBuiltin();
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/// reserved scope name for accessing objects from any loaded mod
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static const TModID & scopeGame();
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/// reserved scope name for accessing object for map loading
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static const TModID & scopeMap();
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class DLL_LINKAGE Incompatibility: public std::exception
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{
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public:
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