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Town: update appearance in applyGs to avoid desyncs. Fix issue 2464
Netpacks NewStructures and RazeStructures
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25a68c3ca1
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@ -416,8 +416,6 @@ void NewStructures::applyCl( CClient *cl )
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CGTownInstance *town = GS(cl)->getTown(tid);
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for(const auto & id : bid)
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{
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town->updateAppearance();
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if(vstd::contains(cl->playerint,town->tempOwner))
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cl->playerint[town->tempOwner]->buildChanged(town,id,1);
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}
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@ -427,8 +425,6 @@ void RazeStructures::applyCl (CClient *cl)
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CGTownInstance *town = GS(cl)->getTown(tid);
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for(const auto & id : bid)
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{
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town->updateAppearance();
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if(vstd::contains (cl->playerint,town->tempOwner))
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cl->playerint[town->tempOwner]->buildChanged (town,id,2);
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}
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@ -533,6 +533,8 @@ DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
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{
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assert(t->town->buildings.at(id) != nullptr);
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t->builtBuildings.insert(id);
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t->updateAppearance();
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}
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t->builded = builded;
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t->recreateBuildingsBonuses();
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@ -543,6 +545,8 @@ DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
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for(const auto & id : bid)
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{
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t->builtBuildings.erase(id);
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t->updateAppearance();
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}
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t->destroyed = destroyed; //yeaha
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t->recreateBuildingsBonuses();
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