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Fix IntObject re-activated with mismatching used and active at game start
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@ -2586,7 +2586,6 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
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void CPlayerInterface::playerStartsTurn(PlayerColor player)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->infoBar.showSelection();
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if (!vstd::contains (GH.listInt, adventureInt))
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{
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GH.popInts (GH.listInt.size()); //after map load - remove everything else
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@ -2594,6 +2593,7 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
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}
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else
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{
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adventureInt->infoBar.showSelection();
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while (GH.listInt.front() != adventureInt && !dynamic_cast<CInfoWindow*>(GH.listInt.front())) //don't remove dialogs that expect query answer
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GH.popInts(1);
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}
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