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Completely remove IGameCallback class
- CClient now inherits directly from CPrivilegedInfoCallback, like IGameCallback did before. However CClient no longer needs dummy implementation of IGameEventCallback - CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for callback. Actual events can only be emitted in calls that receive IGameEventCallback pointer, e.g. heroVisit - CGameHandler now inherits directly from both CPrivilegedInfoCallback and IGameEventCallback as it did before via IGameCallback
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@ -37,7 +37,7 @@ bool CRewardableConstructor::hasNameTextID() const
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return !objectInfo.getParameters()["name"].isNull();
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}
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std::shared_ptr<CGObjectInstance> CRewardableConstructor::create(IGameCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const
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std::shared_ptr<CGObjectInstance> CRewardableConstructor::create(CPrivilegedInfoCallback * cb, std::shared_ptr<const ObjectTemplate> tmpl) const
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{
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auto ret = std::make_shared<CRewardableObject>(cb);
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preInitObject(ret.get());
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@ -55,7 +55,7 @@ void CRewardableConstructor::assignBonuses(std::vector<Bonus> & bonuses, MapObje
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}
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}
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Rewardable::Configuration CRewardableConstructor::generateConfiguration(IGameCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
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Rewardable::Configuration CRewardableConstructor::generateConfiguration(CPrivilegedInfoCallback * cb, vstd::RNG & rand, MapObjectID objectID, const std::map<std::string, JsonNode> & presetVariables) const
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{
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Rewardable::Configuration result;
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result.variables.preset = presetVariables;
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