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* Movement cursor shown for unguarded enemy towns.
* Battle cursor shown for guarded enemy garrisons.
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@@ -740,11 +740,19 @@ void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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if(obj->tempOwner != LOCPLINT->playerID) //enemy town TODO: allies
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{
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if(accessible)
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CGI->curh->changeGraphic(0, 5 + turns*6);
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if(accessible) {
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const CGTownInstance* townObj = dynamic_cast<const CGTownInstance*>(obj);
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// Show movement cursor for unguarded enemy towns, otherwise attack cursor.
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if (townObj && townObj->army.slots.empty())
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CGI->curh->changeGraphic(0, 9 + turns*6);
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else
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CGI->curh->changeGraphic(0, 5 + turns*6);
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} else {
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CGI->curh->changeGraphic(0, 0);
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}
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}
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else //our town
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{
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if(accessible)
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@@ -767,6 +775,25 @@ void CTerrainRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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else
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CGI->curh->changeGraphic(0, 0);
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}
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else if (obj->ID == 33 || obj->ID == 219) // Garrison
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{
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if (accessible) {
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const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(obj);
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// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
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if (garrObj && garrObj->tempOwner != LOCPLINT->playerID
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&& !garrObj->army.slots.empty())
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{
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CGI->curh->changeGraphic(0, 5 + turns*6);
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}
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else
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{
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CGI->curh->changeGraphic(0, 9 + turns*6);
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}
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} else {
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CGI->curh->changeGraphic(0, 0);
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}
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}
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else
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{
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if(accessible)
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