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Added more checks to avoid potential nullptr dereference crash
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@@ -26,27 +26,27 @@ public:
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virtual bool hasOngoingAnimations() = 0;
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/// Plays fade-in animation and adds object to map
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virtual void onObjectFadeIn(const CGObjectInstance * obj) {}
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virtual void onObjectFadeIn(const CGObjectInstance * obj) = 0;
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/// Plays fade-out animation and removed object from map
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virtual void onObjectFadeOut(const CGObjectInstance * obj) {}
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virtual void onObjectFadeOut(const CGObjectInstance * obj) = 0;
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/// Adds object to map instantly, with no animation
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virtual void onObjectInstantAdd(const CGObjectInstance * obj) {}
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virtual void onObjectInstantAdd(const CGObjectInstance * obj) = 0;
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/// Removes object from map instantly, with no animation
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virtual void onObjectInstantRemove(const CGObjectInstance * obj) {}
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virtual void onObjectInstantRemove(const CGObjectInstance * obj) = 0;
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/// Perform hero movement animation, moving hero across terrain
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virtual void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) {}
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virtual void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
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/// Perform initialization of hero teleportation animation with terrain fade animation
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virtual void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) {}
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virtual void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) {}
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virtual void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
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virtual void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
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virtual void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest){};
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virtual void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest){};
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virtual void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
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virtual void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
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virtual void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest){};
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virtual void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest){};
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virtual void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
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virtual void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) = 0;
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};
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