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Refactoring of hoverText from objects:
- removed hoverText field - split getHoverText() method into 3: - - getObjectName() for generic name - - getHoverText(Player) for player-specific text - - getHoverText(Hero) for hero-specific strings
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@@ -55,7 +55,7 @@ void CGDwelling::initObj()
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}
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}
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void CGDwelling::setProperty(ui8 what, ui32 val)
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void CGDwelling::setPropertyDer(ui8 what, ui32 val)
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{
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switch (what)
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{
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@@ -77,8 +77,8 @@ void CGDwelling::setProperty(ui8 what, ui32 val)
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creatures[0].second[0] = CreatureID(val);
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break;
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}
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CGObjectInstance::setProperty(what,val);
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}
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void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
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@@ -523,11 +523,15 @@ void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
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cb->stopHeroVisitCastle(this, h);
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}
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std::string CGTownInstance::getObjectName() const
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{
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return name + ", " + town->faction->name;
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}
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void CGTownInstance::initObj()
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///initialize town structures
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{
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blockVisit = true;
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hoverName = name + ", " + town->faction->name;
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if (subID == ETownType::DUNGEON)
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creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
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