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- H3 creatures use subset of mod creature format (todo - unify code)
- creatures configs moved into confg/creatures files, similar to factions. - creatures ID's use same camelCase format as the rest of the game
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@ -381,6 +381,7 @@ void CHeroHandler::loadHeroes()
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std::string refName = parser.readString();
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boost::algorithm::replace_all(refName, " ", ""); //remove spaces
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refName[0] = std::tolower(refName[0]); // to camelCase
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VLC->modh->identifiers.requestIdentifier(std::string("creature.") + refName, [=](si32 creature)
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{
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hero->initialArmy[x].creature = creature;
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