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Fixed check for free slots when recruiting in towns
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@@ -901,7 +901,7 @@ void CCastleBuildings::enterDwelling(int level)
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{
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LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);
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};
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GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town, recruitCb, nullptr, -87);
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GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town->getUpperArmy(), recruitCb, nullptr, -87);
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}
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void CCastleBuildings::enterToTheQuickRecruitmentWindow()
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@@ -1110,7 +1110,7 @@ void CCreaInfo::clickPressed(const Point & cursorPosition)
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{
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LOCPLINT->cb->recruitCreatures(town, town->getUpperArmy(), id, count, level);
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};
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GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town, recruitCb, nullptr, offset);
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GH.windows().createAndPushWindow<CRecruitmentWindow>(town, level, town->getUpperArmy(), recruitCb, nullptr, offset);
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}
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std::string CCreaInfo::genGrowthText()
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@@ -159,7 +159,7 @@ void CRecruitmentWindow::buy()
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else
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{
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std::string txt;
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if(dst->ID == Obj::HERO)
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if(dwelling->ID != Obj::TOWN)
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{
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txt = CGI->generaltexth->allTexts[425]; //The %s would join your hero, but there aren't enough provisions to support them.
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boost::algorithm::replace_first(txt, "%s", slider->getValue() > 1 ? CGI->creh->objects[crid]->getNamePluralTranslated() : CGI->creh->objects[crid]->getNameSingularTranslated());
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