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8 changes: 5 additions & 3 deletions HouseClass.h
Original file line number Diff line number Diff line change
Expand Up @@ -1033,9 +1033,11 @@ class NOVTABLE HouseClass : public AbstractClass, public IHouse, public IPublicH

unsigned int ThreatPosedEstimates[130][130]; // BLARGH

char PlainName[21]; // this defaults to the owner country's name in SP or <human player><computer player> in MP. Used as owner for preplaced map objects
char UINameString[33]; // this contains the UIName= text from the INI! or
wchar_t UIName [21]; // this contains the CSF string from UIName= above, or a copy of the country's UIName if not defined. Take note that this is shorter than the country's UIName can be...
char PlainName[21]; // Internal identifier for this house/faction
// In single-player campaigns: set by map author (e.g. "badguy1", "badguy2", not country names)
// In multiplayer games: format is <human player><computer player>
char UINameString[33]; // this contains the UIName= text from the INI!
wchar_t UIName [21]; // player's custom name
int ColorSchemeIndex;
union
{
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6 changes: 3 additions & 3 deletions HouseTypeClass.h
Original file line number Diff line number Diff line change
Expand Up @@ -35,11 +35,11 @@ class NOVTABLE HouseTypeClass : public AbstractTypeClass

//helpers
HouseTypeClass* FindParentCountry() const {
return HouseTypeClass::Find(this->ParentCountry);
return HouseTypeClass::Find(this->CountryName);
}

int FindParentCountryIndex() const {
return HouseTypeClass::FindIndexOfName(this->ParentCountry);
return HouseTypeClass::FindIndexOfName(this->CountryName);
}

static signed int __fastcall FindIndexOfName(const char *name)
Expand All @@ -61,7 +61,7 @@ class NOVTABLE HouseTypeClass : public AbstractTypeClass

public:

FixedString<25> ParentCountry;
FixedString<25> CountryName;
PROTECTED_PROPERTY(BYTE, align_B1[3]);
int ArrayIndex;
int ArrayIndex2; //dunno why
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