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vcmi:towns now can choose if moat render is needed
Using invalid points. Also removed unused variable.
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@ -118,7 +118,7 @@ void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVis
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auto & ci = town->town->clientInfo;
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auto const & pos = ci.siegePositions[what];
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if ( wallPieceImages[what])
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if ( wallPieceImages[what] && pos.isValid())
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canvas.draw(wallPieceImages[what], Point(pos.x, pos.y));
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}
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@ -135,8 +135,8 @@ bool BattleSiegeController::getWallPieceExistance(EWallVisual::EWallVisual what)
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switch (what)
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{
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case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->getIndex() != ETownType::TOWER;
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case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->faction->getIndex() != ETownType::TOWER && town->town->faction->getIndex() != ETownType::NECROPOLIS;
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case EWallVisual::MOAT: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid();
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case EWallVisual::MOAT_BANK: return town->hasBuilt(BuildingID::CITADEL) && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid();
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case EWallVisual::KEEP_BATTLEMENT: return town->hasBuilt(BuildingID::CITADEL) && owner.curInt->cb->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED;
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case EWallVisual::UPPER_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED;
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case EWallVisual::BOTTOM_BATTLEMENT: return town->hasBuilt(BuildingID::CASTLE) && owner.curInt->cb->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED;
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