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Renamed LibClasses * VLC to GameLibrary * LIBRARY
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@@ -13,7 +13,7 @@
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#include "CModHandler.h"
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#include "ModScope.h"
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#include "../VCMI_Lib.h"
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#include "../GameLibrary.h"
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#include "../constants/StringConstants.h"
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#include "../spells/CSpellHandler.h"
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@@ -359,14 +359,14 @@ std::vector<CIdentifierStorage::ObjectData> CIdentifierStorage::getPossibleIdent
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// special scope that should have access to all in-game objects
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if (request.localScope == ModScope::scopeGame())
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{
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for(const auto & modName : VLC->modh->getActiveMods())
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for(const auto & modName : LIBRARY->modh->getActiveMods())
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allowedScopes.insert(modName);
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}
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// normally ID's from all required mods, own mod and virtual built-in mod are allowed
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else if(request.localScope != ModScope::scopeBuiltin() && !request.localScope.empty())
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{
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allowedScopes = VLC->modh->getModDependencies(request.localScope, isValidScope);
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allowedScopes = LIBRARY->modh->getModDependencies(request.localScope, isValidScope);
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if(!isValidScope)
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return std::vector<ObjectData>();
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@@ -398,7 +398,7 @@ std::vector<CIdentifierStorage::ObjectData> CIdentifierStorage::getPossibleIdent
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else
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{
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// allow access only if mod is in our dependencies
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auto myDeps = VLC->modh->getModDependencies(request.localScope, isValidScope);
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auto myDeps = LIBRARY->modh->getModDependencies(request.localScope, isValidScope);
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if(!isValidScope)
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return std::vector<ObjectData>();
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