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* refactoring, including a generic solution for IDs
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@@ -1498,7 +1498,7 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
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&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
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{
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CCS->soundh->playSound(soundBase::newBuilding);
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LOCPLINT->castleInt->addBuilding(EBuilding::SHIP);
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LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
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}
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}
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@@ -2096,7 +2096,7 @@ void CPlayerInterface::showPuzzleMap()
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void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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if (spellID == Spells::FLY || spellID == Spells::WATER_WALK)
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if (spellID == SpellID::FLY || spellID == SpellID::WATER_WALK)
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{
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eraseCurrentPathOf(caster, false);
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}
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