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Feature: Mods system improvement, Part III. Bunusing buildings customization.
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@@ -3147,16 +3147,14 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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processBeforeBuiltStructure(builtID);
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//Take cost
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if (!force)
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{
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if(!force)
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giveResources(t->tempOwner, -requestedBuilding->resources);
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}
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//We know what has been built, appluy changes. Do this as final step to properly update town window
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//We know what has been built, apply changes. Do this as final step to properly update town window
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sendAndApply(&ns);
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//Other post-built events. To some logic like giving spells to work gamestate changes for new building must be already in place!
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for (auto builtID : ns.bid)
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for(auto builtID : ns.bid)
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processAfterBuiltStructure(builtID);
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// now when everything is built - reveal tiles for lookout tower
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@@ -3166,14 +3164,15 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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getTilesInRange(fw.tiles, t->getSightCenter(), t->getSightRadius(), t->tempOwner, 1);
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sendAndApply(&fw);
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if (t->visitingHero)
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if(t->visitingHero)
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visitCastleObjects(t, t->visitingHero);
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if (t->garrisonHero)
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if(t->garrisonHero)
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visitCastleObjects(t, t->garrisonHero);
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checkVictoryLossConditionsForPlayer(t->tempOwner);
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return true;
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}
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bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
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{
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///incomplete, simply erases target building
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