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https://github.com/wesnoth/wesnoth
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Don't erase starting position when changing a terrain (for bug #9041).
I suppose it's only affect the editor, since in game starting postions are not used after start (and it's make more sense like this)
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@ -1191,16 +1191,6 @@ void map_editor::terrain_changed(const gamemap::location &hex, map_undo_action &
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void map_editor::terrain_changed(const std::vector<gamemap::location> &hexes,
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map_undo_action &undo_action)
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{
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for (std::vector<gamemap::location>::const_iterator it = hexes.begin();
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it != hexes.end(); it++) {
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const int start_side = starting_side_at(map_, *it);
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if (start_side != -1) {
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// A terrain which had a starting position has changed, save
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// this position in the undo_action and unset it.
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map_.set_starting_position(start_side, gamemap::location());
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undo_action.add_starting_location(start_side, start_side, *it, gamemap::location());
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}
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}
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invalidate_all_and_adjacent(hexes);
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}
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@ -697,13 +697,6 @@ void gamemap::set_terrain(const gamemap::location& loc, const t_translation::t_l
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villages_.push_back(loc);
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}
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//If the terrain is set under a starting position, do also erase the
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//starting position.
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for(int i = 0; i < STARTING_POSITIONS; ++i) {
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if(loc == startingPositions_[i])
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startingPositions_[i] = location();
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}
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tiles_[loc.x][loc.y] = terrain;
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location adj[6];
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