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Partial support for random wandering stacks. Well, they are not 'that' random as don't use global ran() function.
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@ -544,6 +544,17 @@ DLL_EXPORT void NewObject::applyGs( CGameState *gs )
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case 8:
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o = new CGBoat();
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break;
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case 54: //probably more options will be needed
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o = new CGCreature();
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{
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CStackInstance hlp;
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CGCreature *cre = static_cast<CGCreature*>(o);
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cre->slots[0] = hlp;
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cre->notGrowingTeam = cre->neverFlees = 0;
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cre->character = 2;
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cre->gainedArtifact = -1;
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}
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break;
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default:
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o = new CGObjectInstance();
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break;
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@ -555,11 +566,17 @@ DLL_EXPORT void NewObject::applyGs( CGameState *gs )
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id = o->id = gs->map->objects.size();
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o->hoverName = VLC->generaltexth->names[ID];
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if(ID == 124) // hole
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switch(ID)
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{
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const TerrainTile &t = gs->map->getTile(pos);
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o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
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assert(o->defInfo);
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case 54: //cfreature
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o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
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assert(o->defInfo);
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break;
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case 124://hole
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const TerrainTile &t = gs->map->getTile(pos);
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o->defInfo = VLC->dobjinfo->gobjs[ID][t.tertype];
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assert(o->defInfo);
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break;
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}
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gs->map->objects.push_back(o);
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