Fix maps after ea72437739
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Correctly fetch the civ from the player's Identity. Also remove the notions of the CivChanged message, since it was effectively deleted already. Differential revision: https://code.wildfiregames.com/D4486 Reviewed by: @wraitii Comments by: @bb, @Silier, @smiley, @Stan, @vladislavbelov Fixes #6444 This was SVN commit r26872.
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1f8705d8f7
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@ -137,10 +137,7 @@ Trigger.prototype.LoadAttackerTemplates = function()
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Trigger.prototype.SetDisableTemplates = function()
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{
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for (let i = 1; i < TriggerHelper.GetNumberOfPlayers(); ++i)
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{
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let cmpPlayer = QueryPlayerIDInterface(i);
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cmpPlayer.SetDisabledTemplates(disabledTemplates(cmpPlayer.GetCiv()));
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}
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QueryPlayerIDInterface(i).SetDisabledTemplates(disabledTemplates(QueryPlayerIDInterface(i, IID_Identity).GetCiv()));
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};
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/**
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@ -5,7 +5,7 @@ Trigger.prototype.InitRegicideGame = function(msg)
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let playersCivs = [];
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for (let playerID = 1; playerID < TriggerHelper.GetNumberOfPlayers(); ++playerID)
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playersCivs[playerID] = QueryPlayerIDInterface(playerID).GetCiv();
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playersCivs[playerID] = QueryPlayerIDInterface(playerID, IID_Identity).GetCiv();
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// Get all hero templates of these civs
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let heroTemplates = {};
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@ -691,11 +691,6 @@ Trainer.prototype.Progress = function(id, allocatedTime)
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return usedTime;
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};
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Trainer.prototype.OnCivChanged = function()
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{
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this.CalculateEntitiesMap();
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};
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Trainer.prototype.OnOwnershipChanged = function(msg)
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{
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if (msg.to != INVALID_PLAYER)
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@ -1,10 +1,3 @@
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/**
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* Message of the form { "player": number, "from": string, "to": string }
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* sent from Player component to warn other components when a player changed civs.
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* This should only happen in Atlas.
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*/
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Engine.RegisterMessageType("CivChanged");
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/**
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* Message of the form { "player": number, "otherPlayer": number }
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* sent from Player component when diplomacy changed for one player or between two players.
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