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Cursor: show battle cursor for garrison if there creature behind
This one fixed issue 1563
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@@ -1604,9 +1604,10 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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{
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const CGGarrison* garrObj = dynamic_cast<const CGGarrison*>(objAtTile); //TODO evil evil cast!
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// Show battle cursor for guarded enemy garrisons, otherwise movement cursor.
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if (garrObj && garrObj->stacksCount()
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&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner) )
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// Show battle cursor for guarded enemy garrisons or garrisons have guarding creature behind, otherwise movement cursor.
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if (garrObj && ((garrObj->stacksCount()
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&& !LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, garrObj->tempOwner))
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|| guardingCreature))
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 5 + turns*6);
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else
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CCS->curh->changeGraphic(ECursor::ADVENTURE, 9 + turns*6);
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