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map objects hierarchy now uses IGameInfoCallback
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@@ -39,7 +39,7 @@ public:
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std::optional<CGDwellingRandomizationInfo> randomizationInfo; //random dwelling options; not serialized
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TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
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CGDwelling(CGameInfoCallback *cb);
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CGDwelling(IGameInfoCallback *cb);
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~CGDwelling() override;
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const IOwnableObject * asOwnable() const final;
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