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Added common method to get names of hardcoded mod scopes
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@ -1010,7 +1010,7 @@ CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode
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void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data)
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{
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auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), objects.size());
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auto object = loadFromJson(scope, data, normalizeIdentifier(scope, CModHandler::scopeBuiltin(), name), objects.size());
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objects.push_back(object);
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@ -1049,7 +1049,7 @@ void CTownHandler::loadObject(std::string scope, std::string name, const JsonNod
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void CTownHandler::loadObject(std::string scope, std::string name, const JsonNode & data, size_t index)
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{
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auto object = loadFromJson(scope, data, normalizeIdentifier(scope, "core", name), index);
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auto object = loadFromJson(scope, data, normalizeIdentifier(scope, CModHandler::scopeBuiltin(), name), index);
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if (objects.size() > index)
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assert(objects[index] == nullptr); // ensure that this id was not loaded before
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@ -1083,7 +1083,7 @@ void CTownHandler::loadRandomFaction()
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static const ResourceID randomFactionPath("config/factions/random.json");
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JsonNode randomFactionJson(randomFactionPath);
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randomFactionJson.setMeta("core", true);
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randomFactionJson.setMeta(CModHandler::scopeBuiltin(), true);
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loadBuildings(randomTown, randomFactionJson["random"]["town"]["buildings"]);
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}
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