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Replaced most of usages of CRandomGenerator with vstd::RNG in library
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@@ -201,11 +201,11 @@ public:
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virtual ~CGTownInstance();
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///IObjectInterface overrides
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void newTurn(CRandomGenerator & rand) const override;
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void newTurn(vstd::RNG & rand) const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void onHeroLeave(const CGHeroInstance * h) const override;
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void initObj(CRandomGenerator & rand) override;
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void pickRandomObject(CRandomGenerator & rand) override;
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void initObj(vstd::RNG & rand) override;
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void pickRandomObject(vstd::RNG & rand) override;
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void battleFinished(const CGHeroInstance * hero, const BattleResult & result) const override;
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std::string getObjectName() const override;
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@@ -224,14 +224,14 @@ protected:
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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private:
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FactionID randomizeFaction(CRandomGenerator & rand);
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FactionID randomizeFaction(vstd::RNG & rand);
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void setOwner(const PlayerColor & owner) const;
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void onTownCaptured(const PlayerColor & winner) const;
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int getDwellingBonus(const std::vector<CreatureID>& creatureIds, const std::vector<ConstTransitivePtr<CGDwelling> >& dwellings) const;
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bool townEnvisagesBuilding(BuildingSubID::EBuildingSubID bid) const;
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bool isBonusingBuildingAdded(BuildingID bid) const;
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void initOverriddenBids();
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void addTownBonuses(CRandomGenerator & rand);
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void addTownBonuses(vstd::RNG & rand);
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};
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VCMI_LIB_NAMESPACE_END
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