Fix maps after kush temple rename
Differential Revision: https://code.wildfiregames.com/D1373 Reviewed by: elexis Comments by: bb, mimo This was SVN commit r21486.
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@ -67,7 +67,7 @@ const oHawk = "gaia/fauna_hawk";
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// The main temple on elephantine was very similar looking (Greco-Roman-Egyptian):
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const oWonder = "structures/ptol_wonder";
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const oTemples = ["structures/kush_temple_amun", "structures/kush_temple_apedemak"];
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const oTemples = ["structures/kush_temple_amun", "structures/kush_temple"];
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const oPyramid = "structures/kush_pyramid_large";
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const oTowers = new Array(2).fill("uncapturable|structures/kush_sentry_tower").concat(["uncapturable|structures/kush_defense_tower"]);
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binaries/data/mods/public/maps/scenarios/Napata Reconstruction.xml
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binaries/data/mods/public/maps/scenarios/Napata Reconstruction.xml
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binaries/data/mods/public/maps/scenarios/Sandbox - Kushites.xml
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binaries/data/mods/public/maps/scenarios/Sandbox - Kushites.xml
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binaries/data/mods/public/maps/skirmishes/Egypt (4).xml
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binaries/data/mods/public/maps/skirmishes/Egypt (4).xml
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@ -1537,9 +1537,7 @@ m.HQ.prototype.buildTemple = function(gameState, queues)
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return;
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let templateName = "structures/{civ}_temple";
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if (this.canBuild(gameState, "structures/{civ}_temple_apedemak"))
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templateName = "structures/{civ}_temple_apedemak";
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else if (this.canBuild(gameState, "structures/{civ}_temple_vesta"))
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if (this.canBuild(gameState, "structures/{civ}_temple_vesta"))
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templateName = "structures/{civ}_temple_vesta";
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else if (!this.canBuild(gameState, templateName))
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return;
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