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Renamed new types for consistency with code style
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@ -987,14 +987,14 @@ void CGSirens::initObj(CRandomGenerator & rand)
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std::string CGSirens::getHoverText(const CGHeroInstance * hero) const
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{
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return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT, TBonusSourceID(ID)));
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return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT, BonusSourceID(ID)));
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}
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void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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if(h->hasBonusFrom(BonusSource::OBJECT, TBonusSourceID(ID))) //has already visited Sirens
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if(h->hasBonusFrom(BonusSource::OBJECT, BonusSourceID(ID))) //has already visited Sirens
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{
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iw.type = EInfoWindowMode::AUTO;
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iw.text.appendLocalString(EMetaText::ADVOB_TXT,133);
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@ -1180,7 +1180,7 @@ void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
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RemoveBonus rb(GiveBonus::ETarget::PLAYER);
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rb.whoID = oldOwner.getNum();
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rb.source = BonusSource::OBJECT;
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rb.id = TBonusSourceID(id);
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rb.id = BonusSourceID(id);
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cb->sendAndApply(&rb);
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}
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}
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@ -1203,8 +1203,8 @@ void CGLighthouse::giveBonusTo(const PlayerColor & player, bool onInit) const
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gb.id = player.getNum();
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gb.bonus.duration = BonusDuration::PERMANENT;
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gb.bonus.source = BonusSource::OBJECT;
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gb.bonus.sid = TBonusSourceID(id);
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gb.bonus.subtype = BonusSubtypeID::heroMovementSea;
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gb.bonus.sid = BonusSourceID(id);
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gb.bonus.subtype = BonusCustomSubtype::heroMovementSea;
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// FIXME: This is really dirty hack
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// Proper fix would be to make CGLighthouse into bonus system node
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