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Checking for water availability won't cause spurious warnings. New creature window enabled for testing.
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@@ -486,6 +486,8 @@ void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownIn
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{
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if(hero->tempOwner != playerID )
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return;
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waitWhileDialog();
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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openTownWindow(town);
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}
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