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Really fixed glitches in garrison slots.
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bb87a43a9f
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@ -203,7 +203,7 @@ void CHeroWindow::setHero(const CGHeroInstance *hero)
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portraitArea->text = hero->getBiography();
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delete garr;
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/*gar4button->owner = */garr = new CGarrisonInt(pos.x+80, pos.y+493, 8, Point(), curBack, Point(65,8), curHero);
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/*gar4button->owner = */garr = new CGarrisonInt(pos.x+80, pos.y+493, 8, Point(), curBack, Point(63,7), curHero);
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garr->update = false;
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gar4button->callback = boost::bind(&CGarrisonInt::splitClick,garr);//actualization of callback function
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@ -3208,7 +3208,7 @@ CGarrisonWindow::CGarrisonWindow( const CArmedInstance *up, const CGHeroInstance
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pos.w = screen->w;
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pos.h = screen->h;
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garr = new CGarrisonInt(pos.x+92, pos.y+129, 4, Point(0,94), bg, Point(0,0), up, down);
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garr = new CGarrisonInt(pos.x+92, pos.y+129, 4, Point(0,94), bg, Point(124,102), up, down);
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split = new AdventureMapButton(CGI->generaltexth->tcommands[3],"",boost::bind(&CGarrisonInt::splitClick,garr),pos.x+88,pos.y+314,"IDV6432.DEF");
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quit = new AdventureMapButton(CGI->generaltexth->tcommands[8],"",boost::bind(&CGarrisonWindow::close,this),pos.x+399,pos.y+314,"IOK6432.DEF",SDLK_RETURN);
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}
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