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Put Warrior's Tomb into the switch statement and properly set the sound returned.
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@ -5554,8 +5554,9 @@ ui8 CGGarrison::getPassableness() const
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void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const
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{
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int sound = 0;
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int txtid = -1;
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int sound;
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int txtid;
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switch(ID)
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{
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case 22: //Corpse
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@ -5570,24 +5571,22 @@ void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const
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sound = soundBase::GENIE;
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txtid = 154;
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break;
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case 108:
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case 108://Warrior's Tomb
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{
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//ask if player wants to search the Tomb
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BlockingDialog bd(true, false);
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bd.soundID = soundBase::GRAVEYARD;
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bd.player = h->getOwner();
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bd.text.addTxt(MetaString::ADVOB_TXT,161);
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cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1));
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return;
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}
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break;
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default:
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tlog1 << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!\n";
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return;
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}
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if(ID == 108)//Warrior's Tomb
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{
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//ask if player wants to search the Tomb
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BlockingDialog bd(true, false);
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sound = soundBase::GRAVEYARD;
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bd.player = h->getOwner();
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bd.text.addTxt(MetaString::ADVOB_TXT,161);
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cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1));
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return;
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}
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InfoWindow iw;
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iw.soundID = sound;
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iw.player = h->getOwner();
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