|  | @@ -1130,6 +1130,32 @@ void CAmbarCendamo::deh3m()
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				|  |  |  				nobj.info = spec;
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				|  |  |  				break;
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				|  |  |  			}
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				|  |  | +		case EDefType::TOWN_DEF:
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				|  |  | +			{
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				|  |  | +				CCastleObjInfo * spec = new CCastleObjInfo;
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				|  |  | +				spec->bytes[0] = bufor[i]; ++i;
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				|  |  | +				spec->bytes[1] = bufor[i]; ++i;
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				|  |  | +				spec->bytes[2] = bufor[i]; ++i;
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				|  |  | +				spec->bytes[3] = bufor[i]; ++i;
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				|  |  | +				spec->player = bufor[i]; ++i;
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				|  |  | +
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				|  |  | +				bool hasName = bufor[i]; ++i;
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				|  |  | +				if(hasName)
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				|  |  | +				{
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				|  |  | +					int len = readNormalNr(i); i+=4;
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				|  |  | +					for(iny gg=0; gg<len; ++gg)
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				|  |  | +					{
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				|  |  | +						spec->name += bufor[i]; ++i;
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				|  |  | +					}
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				|  |  | +				}
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				|  |  | +				bool stGarr = bufor[i]; ++i; //true if garrison isn't empty
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				|  |  | +				if(stGarr)
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				|  |  | +				{
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				|  |  | +					spec->garrison = readCreatureSet(i); i+=28;
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				|  |  | +				}
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				|  |  | +				spec->garrison.formation = bufor[i]; ++i;
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				|  |  | +				break;
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				|  |  | +			}
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				|  |  |  		} //end of main switch
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				|  |  |  		CGameInfo::mainObj->objh->objInstances.push_back(nobj);
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				|  |  |  		//TODO - dokoñczyæ, du¿o do zrobienia - trzeba patrzeæ, co def niesie
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