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Renamed & reorganized all game mechanics settings names
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@@ -255,9 +255,16 @@ void CGDwelling::newTurn(CRandomGenerator & rand) const
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{
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if(!creatures[i].second.empty())
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{
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bool creaturesAccumulate = false;
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if (tempOwner.isValidPlayer())
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creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
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else
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creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
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CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
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TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
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if (VLC->settings()->getBoolean(EGameSettings::BOOL_DWELLINGS_ACCUMULATE_CREATURES) && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
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if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
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sac.creatures[i].first += amount;
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else
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sac.creatures[i].first = amount;
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