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Parallel RMG works fine for maps without water.
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@@ -182,7 +182,7 @@ std::list<Object::Instance*> Object::instances()
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{
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std::list<Object::Instance*> result;
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for(auto & i : dInstances)
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result.push_back(&i);
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result.push_back(&i); //FIXME: Sterta zosta�a uskzodzona :? Mo�e w innym miejscu?
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return result;
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}
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@@ -310,7 +310,7 @@ void Object::Instance::finalize(RmgMap & map)
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//If no specific template was defined for this object, select any matching
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if (!dObject.appearance)
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{
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const auto * terrainType = map.map().getTile(getPosition(true)).terType;
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const auto * terrainType = map.getTile(getPosition(true)).terType;
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auto templates = VLC->objtypeh->getHandlerFor(dObject.ID, dObject.subID)->getTemplates(terrainType->getId());
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if (templates.empty())
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{
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@@ -336,7 +336,7 @@ void Object::Instance::finalize(RmgMap & map)
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map.setOccupied(tile, ETileType::ETileType::USED);
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}
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map.getEditManager()->insertObject(&dObject);
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map.getMapProxy()->insertObject(&dObject);
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}
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void Object::finalize(RmgMap & map)
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