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Extract library entity randomization logic to separate class
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@ -39,13 +39,13 @@ void IObjectInterface::onHeroVisit(IGameEventCallback & gameEvents, const CGHero
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void IObjectInterface::onHeroLeave(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
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{}
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void IObjectInterface::newTurn(IGameEventCallback & gameEvents) const
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void IObjectInterface::newTurn(IGameEventCallback & gameEvents, IGameRandomizer & gameRandomizer) const
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{}
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void IObjectInterface::initObj(vstd::RNG & rand)
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void IObjectInterface::initObj(IGameRandomizer & gameRandomizer)
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{}
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void IObjectInterface::pickRandomObject(vstd::RNG & rand)
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void IObjectInterface::pickRandomObject(IGameRandomizer & gameRandomizer)
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{}
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void IObjectInterface::setProperty(ObjProperty what, ObjPropertyID identifier)
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