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Update town visual when new structure is built
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c81d57ab8c
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@ -514,6 +514,11 @@ void ApplyClientNetPackVisitor::visitNewStructures(NewStructures & pack)
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{
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callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 1);
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}
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// invalidate section of map view with our object and force an update
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CGI->mh->onObjectInstantRemove(town);
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CGI->mh->onObjectInstantAdd(town);
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}
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void ApplyClientNetPackVisitor::visitRazeStructures(RazeStructures & pack)
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{
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@ -522,6 +527,10 @@ void ApplyClientNetPackVisitor::visitRazeStructures(RazeStructures & pack)
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{
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callInterfaceIfPresent(cl, town->tempOwner, &IGameEventsReceiver::buildChanged, town, id, 2);
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}
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// invalidate section of map view with our object and force an update
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CGI->mh->onObjectInstantRemove(town);
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CGI->mh->onObjectInstantAdd(town);
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}
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void ApplyClientNetPackVisitor::visitSetAvailableCreatures(SetAvailableCreatures & pack)
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@ -607,7 +616,7 @@ void ApplyClientNetPackVisitor::visitSetObjectProperty(SetObjectProperty & pack)
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if (pack.what == ObjProperty::OWNER)
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{
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// invalidate section of map view with our objec and force an update with new flag color
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// invalidate section of map view with our object and force an update with new flag color
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CGI->mh->onObjectInstantRemove(gs.getObjInstance(pack.id));
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CGI->mh->onObjectInstantAdd(gs.getObjInstance(pack.id));
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}
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