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New objects are now created and initialized on server and sent to client
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@@ -227,8 +227,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy
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if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat)
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{
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//Create a new boat for hero
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gameHandler->createObject(targetPos, player, Obj::BOAT, recruitedHero->getBoatType().getNum());
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gameHandler->createBoat(targetPos, recruitedHero->getBoatType(), player);
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hr.boatId = gameHandler->getTopObj(targetPos)->id;
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}
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