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* refactoring, including a generic solution for IDs
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@ -90,7 +90,7 @@ void CDefObjInfoHandler::load()
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for(int yy=0; yy<2; ++yy) //first - on which types of terrain object can be placed;
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inp>>dump; //second -in which terrains' menus object in the editor will be available (?)
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si32 id; inp >> id; nobj->id = static_cast<Obj::Obj>(id);
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si32 id; inp >> id; nobj->id = Obj(id);
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inp>>nobj->subid;
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inp>>nobj->type;
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@ -102,22 +102,21 @@ void CDefObjInfoHandler::load()
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}
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else
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{
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using namespace Obj;
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static int visitableFromTop[] =
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{FLOTSAM,
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SEA_CHEST,
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SHIPWRECK_SURVIVOR,
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BUOY,
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OCEAN_BOTTLE,
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BOAT,
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WHIRLPOOL,
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GARRISON,
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SCHOLAR,
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CAMPFIRE,
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BORDERGUARD,
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BORDER_GATE,
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QUEST_GUARD,
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CORPSE};
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static const Obj visitableFromTop[] =
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{Obj::FLOTSAM,
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Obj::SEA_CHEST,
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Obj::SHIPWRECK_SURVIVOR,
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Obj::BUOY,
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Obj::OCEAN_BOTTLE,
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Obj::BOAT,
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Obj::WHIRLPOOL,
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Obj::GARRISON,
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Obj::SCHOLAR,
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Obj::CAMPFIRE,
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Obj::BORDERGUARD,
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Obj::BORDER_GATE,
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Obj::QUEST_GUARD,
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Obj::CORPSE};
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for(int i=0; i < ARRAY_COUNT(visitableFromTop); i++)
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{
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@ -134,7 +133,7 @@ void CDefObjInfoHandler::load()
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nobj->fetchInfoFromMSK();
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gobjs[nobj->id][nobj->subid] = nobj;
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nobj->id.toDefObjInfo()[nobj->subid] = nobj;
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}
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for (int i = 0; i < 8 ; i++)
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