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Add workaround & logging for mods that use incorrect building ID's
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@@ -889,6 +889,13 @@ void CTownHandler::beforeValidate(JsonNode & object)
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return;
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return;
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JsonNode baseCopy(buildingsLibrary[name]);
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JsonNode baseCopy(buildingsLibrary[name]);
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if (target.Struct().count("id") && baseCopy.Struct().count("id"))
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{
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logMod->warn("Mod '%s': Town building '%s' has specified 'id' field for a predefined building! Ignoring this field.", target["id"].getModScope(), name);
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target.Struct().erase("id");
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}
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baseCopy.setModScope(target.getModScope());
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baseCopy.setModScope(target.getModScope());
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JsonUtils::inherit(target, baseCopy);
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JsonUtils::inherit(target, baseCopy);
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};
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};
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