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Remove usage of ConstTransitivePtr from CTown
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@@ -2048,7 +2048,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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if(t->hasBuilt(requestedID))
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COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated());
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const CBuilding * requestedBuilding = t->getTown()->buildings.at(requestedID);
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const auto & requestedBuilding = t->getTown()->buildings.at(requestedID);
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//Vector with future list of built building and buildings in auto-mode that are not yet built.
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std::vector<const CBuilding*> remainingAutoBuildings;
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@@ -2144,7 +2144,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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else
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{
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if(build.second->mode == CBuilding::BUILD_AUTO) //not built auto building
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remainingAutoBuildings.push_back(build.second);
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remainingAutoBuildings.push_back(build.second.get());
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}
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}
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@@ -2154,7 +2154,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID,
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ns.built = force ? t->built : (t->built+1);
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std::queue<const CBuilding*> buildingsToAdd;
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buildingsToAdd.push(requestedBuilding);
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buildingsToAdd.push(requestedBuilding.get());
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while(!buildingsToAdd.empty())
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{
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