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#1065 - fix random hero initial position
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@ -197,9 +197,6 @@ void CGObjectInstance::setType(si32 ID, si32 subID)
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{
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const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
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this->ID = Obj(ID);
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this->subID = subID;
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//recalculate blockvis tiles - new appearance might have different blockmap than before
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cb->gameState()->map->removeBlockVisTiles(this, true);
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auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
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@ -212,11 +209,16 @@ void CGObjectInstance::setType(si32 ID, si32 subID)
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appearance = handler->getTemplates(tile.terType->id)[0];
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else
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appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
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if (ID == Obj::HERO)
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if(this->ID == Obj::PRISON && ID == Obj::HERO)
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{
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//adjust for the prison offset
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pos = visitablePos();
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}
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this->ID = Obj(ID);
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this->subID = subID;
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cb->gameState()->map->addBlockVisTiles(this);
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}
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