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PlayerState now stores all objects owned by player
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@@ -182,10 +182,6 @@ void CGDwelling::initObj(vstd::RNG & rand)
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case Obj::CREATURE_GENERATOR4:
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{
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getObjectHandler()->configureObject(this, rand);
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if (getOwner() != PlayerColor::NEUTRAL)
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cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
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assert(!creatures.empty());
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assert(!creatures[0].second.empty());
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break;
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@@ -211,19 +207,6 @@ void CGDwelling::setPropertyDer(ObjProperty what, ObjPropertyID identifier)
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{
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switch (what)
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{
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case ObjProperty::OWNER: //change owner
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if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
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|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
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{
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if (tempOwner != PlayerColor::NEUTRAL)
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{
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std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
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dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
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}
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if (identifier.as<PlayerColor>().isValidPlayer())
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cb->gameState()->players[identifier.as<PlayerColor>()].dwellings.emplace_back(this);
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}
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break;
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case ObjProperty::AVAILABLE_CREATURE:
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creatures.resize(1);
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creatures[0].second.resize(1);
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