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drawing
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c40c747ccf
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@ -448,14 +448,37 @@ void OptionsTab::SelectionWindow::apply()
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{
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{
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close();
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close();
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CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, 1, color);
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setSelection();
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}
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}
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}
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}
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void OptionsTab::SelectionWindow::setSelection()
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{
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int selectedFractionPos = -1;
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for(int i = 0; i<factions.size(); i++)
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if(factions[i] == selectedFraction)
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selectedFractionPos = i;
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int initialFractionPos = -1;
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for(int i = 0; i<factions.size(); i++)
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if(factions[i] == initialFraction)
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initialFractionPos = i;
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int deltatown = selectedFractionPos - initialFractionPos;
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if(deltatown != 0)
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for(int i = 0; i<abs(deltatown); i++)
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CSH->setPlayerOption(LobbyChangePlayerOption::TOWN, deltatown > 0 ? 1 : -1, color);
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}
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void OptionsTab::SelectionWindow::redraw()
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void OptionsTab::SelectionWindow::redraw()
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{
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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components.clear();
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components.clear();
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GH.windows().totalRedraw();
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genContentTitle();
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genContentTitle();
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genContentCastles();
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genContentCastles();
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genContentHeroes();
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genContentHeroes();
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@ -123,6 +123,7 @@ public:
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void apply();
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void apply();
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void redraw();
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void redraw();
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void setSelection();
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FactionID getElementCastle(const Point & cursorPosition);
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FactionID getElementCastle(const Point & cursorPosition);
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HeroTypeID getElementHero(const Point & cursorPosition);
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HeroTypeID getElementHero(const Point & cursorPosition);
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int getElementBonus(const Point & cursorPosition);
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int getElementBonus(const Point & cursorPosition);
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