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Fix object clearing
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@@ -71,9 +71,6 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
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case ObjProperty::REWARD_RANDOMIZE:
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bonusingBuildings[val]->setProperty(ObjProperty::REWARD_RANDOMIZE, 0);
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break;
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case ObjProperty::REWARD_CLEARED:
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bonusingBuildings[val]->setProperty(ObjProperty::REWARD_CLEARED, false);
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break;
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}
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}
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CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
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@@ -506,15 +503,15 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
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for(const auto * manaVortex : getBonusingBuildings(BuildingSubID::MANA_VORTEX))
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cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
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//get Mana Vortex or Stables bonuses
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//same code is in the CGameHandler::buildStructure method
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if (visitingHero != nullptr)
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cb->visitCastleObjects(this, visitingHero);
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if (garrisonHero != nullptr)
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cb->visitCastleObjects(this, garrisonHero);
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if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
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{
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std::vector<SlotID> nativeCrits; //slots
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@@ -550,7 +547,7 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
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TQuantity count = creatureGrowth(i);
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if (!count) // no dwelling
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count = VLC->creh->objects[c]->getGrowth();
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count = VLC->creatures()->getByIndex(c)->getGrowth();
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{//no lower tiers or above current month
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