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Adventure map shipyard nwo has configurable boat type
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@@ -15,7 +15,6 @@
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VCMI_LIB_NAMESPACE_BEGIN
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class CMap;
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class HillFortInstanceConstructor;
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// This one teleport-specific, but has to be available everywhere in callbacks and netpacks
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// For now it's will be there till teleports code refactored and moved into own file
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@@ -459,12 +458,22 @@ public:
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class DLL_LINKAGE CGShipyard : public CGObjectInstance, public IShipyard
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{
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public:
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void getOutOffsets(std::vector<int3> &offsets) const override; //offsets to obj pos when we boat can be placed
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friend class ShipyardInstanceConstructor;
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BoatId createdBoat;
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protected:
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void getOutOffsets(std::vector<int3> & offsets) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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const IObjectInterface * getObject() const override;
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BoatId getBoatType() const override;
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public:
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template<typename Handler> void serialize(Handler & h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & createdBoat;
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}
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protected:
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void serializeJsonOptions(JsonSerializeFormat & handler) override;
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@@ -558,7 +567,6 @@ class DLL_LINKAGE HillFort : public CGObjectInstance, public ICreatureUpgrader
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std::vector<int> upgradeCostPercentage;
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protected:
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void initObj(CRandomGenerator & rand) override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const override;
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