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Improvements to bonus system node types / propagators
- Node type is now set on construction and never changes - Added army propagator that also checks for TOWN and HERO - Renamed existing propagators to be in sync with enumeration
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@@ -39,6 +39,7 @@ public:
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std::optional<CGDwellingRandomizationInfo> randomizationInfo; //random dwelling options; not serialized
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TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
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CGDwelling(IGameInfoCallback *cb, BonusNodeType nodeType);
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CGDwelling(IGameInfoCallback *cb);
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~CGDwelling() override;
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