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@ -488,7 +488,7 @@ void TreasurePlacer::addAllPossibleObjects()
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int randomAppearance = chooseRandomAppearance(zone.getRand(), Obj::SEER_HUT, zone.getTerrainType());
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// FIXME: Remove duplicated code for gold, exp and creaure reward
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oi.generateObject = [creature, creaturesAmount, randomAppearance, &oi, setRandomArtifact]() -> CGObjectInstance *
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oi.generateObject = [creature, creaturesAmount, randomAppearance, setRandomArtifact]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
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auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
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@ -532,7 +532,7 @@ void TreasurePlacer::addAllPossibleObjects()
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oi.probability = 10;
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oi.maxPerZone = 1;
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oi.generateObject = [i, randomAppearance, this, &oi, setRandomArtifact]() -> CGObjectInstance *
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oi.generateObject = [i, randomAppearance, this, setRandomArtifact]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
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auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
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@ -550,7 +550,7 @@ void TreasurePlacer::addAllPossibleObjects()
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if(!oi.templates.empty())
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possibleSeerHuts.push_back(oi);
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oi.generateObject = [i, randomAppearance, this, &oi, setRandomArtifact]() -> CGObjectInstance *
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oi.generateObject = [i, randomAppearance, this, setRandomArtifact]() -> CGObjectInstance *
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{
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auto factory = VLC->objtypeh->getHandlerFor(Obj::SEER_HUT, randomAppearance);
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auto * obj = dynamic_cast<CGSeerHut *>(factory->create());
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