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Renamed & unified OBJECT_CONSTRUCTION macro set
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@ -58,7 +58,7 @@ AdventureMapInterface::AdventureMapInterface():
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scrollingWasBlocked(false),
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backgroundDimLevel(settings["adventure"]["backgroundDimLevel"].Integer())
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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OBJECT_CONSTRUCTION;
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pos.x = pos.y = 0;
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pos.w = GH.screenDimensions().x;
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pos.h = GH.screenDimensions().y;
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@ -898,7 +898,7 @@ void AdventureMapInterface::hotkeyZoom(int delta, bool useDeadZone)
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void AdventureMapInterface::onScreenResize()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL_NO_DISPOSE;
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OBJECT_CONSTRUCTION;
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// remember our activation state and reactive after reconstruction
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// since othervice activate() calls for created elements will bypass virtual dispatch
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