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Use bonus only as shared_ptr to avoid memory corruption
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@ -46,12 +46,12 @@ std::shared_ptr<CGObjectInstance> CRewardableConstructor::create(IGameInfoCallba
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return ret;
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}
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void CRewardableConstructor::assignBonuses(std::vector<Bonus> & bonuses, MapObjectID objectID) const
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void CRewardableConstructor::assignBonuses(std::vector<std::shared_ptr<Bonus>> & bonuses, MapObjectID objectID) const
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{
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for (auto & bonus : bonuses)
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{
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bonus.source = BonusSource::OBJECT_TYPE;
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bonus.sid = BonusSourceID(objectID);
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bonus->source = BonusSource::OBJECT_TYPE;
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bonus->sid = BonusSourceID(objectID);
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}
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}
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