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Fix possible assertion failure on resolution change
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@ -822,6 +822,15 @@ void AdventureMapInterface::hotkeyZoom(int delta)
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void AdventureMapInterface::onScreenResize()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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// remember our activation state and reactive after reconstruction
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// since othervice activate() calls for created elements will bypass virtual dispatch
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// and will call directly CIntObject::activate() instead of dispatching virtual function call
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bool widgetActive = isActive();
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if (widgetActive)
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deactivate();
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widget.reset();
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pos.x = pos.y = 0;
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pos.w = GH.screenDimensions().x;
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@ -838,4 +847,7 @@ void AdventureMapInterface::onScreenResize()
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widget->getMapView()->onCenteredObject(LOCPLINT->localState->getCurrentArmy());
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adjustActiveness();
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if (widgetActive)
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activate();
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}
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