@@ -285,8 +285,7 @@ bool nobBaseWarehouse::OrderJob(const Job job, noRoadNode* const goal, const boo
285285 std::unique_ptr<noFigure> fig = JobFactory::CreateJob (job, pos, player, *goal);
286286 if (isSoldier (fig->GetJobType ()))
287287 {
288- auto * armoredFigure = dynamic_cast <nofArmored*>(fig.get ());
289- RTTR_Assert (armoredFigure != nullptr );
288+ auto * armoredFigure = checkedCast<nofArmored*>(fig.get ());
290289 if (inventory.real .armoredSoldiers [jobEnumToAmoredSoldierEnum (job)] > 0 )
291290 {
292291 inventory.real .Remove (jobEnumToAmoredSoldierEnum (job));
@@ -295,7 +294,6 @@ bool nobBaseWarehouse::OrderJob(const Job job, noRoadNode* const goal, const boo
295294 }
296295
297296 // Ziel Bescheid sagen, dass dortin ein neuer Arbeiter kommt (bei Flaggen als das anders machen)
298-
299297 if (goal->GetType () != NodalObjectType::Flag)
300298 checkedCast<noBaseBuilding*>(goal)->GotWorker (job, *fig);
301299
@@ -878,9 +876,7 @@ void nobBaseWarehouse::AddFigure(std::unique_ptr<noFigure> figure, const bool in
878876 }
879877 } else if (isSoldier (figure->GetJobType ()))
880878 {
881- auto * armoredFigure = dynamic_cast <nofArmored*>(figure.get ());
882- RTTR_Assert (armoredFigure != nullptr );
883-
879+ auto * armoredFigure = checkedCast<nofArmored*>(figure.get ());
884880 if (increase_visual_counts)
885881 {
886882 inventory.Add (figure->GetJobType ());
@@ -914,8 +910,7 @@ void nobBaseWarehouse::RemoveArmoredFigurFromVisualInventory(noFigure* figure)
914910{
915911 if (isSoldier (figure->GetJobType ()))
916912 {
917- auto * armoredFigure = dynamic_cast <nofArmored*>(figure);
918- RTTR_Assert (armoredFigure != nullptr );
913+ auto * armoredFigure = checkedCast<nofArmored*>(figure);
919914 if (armoredFigure && armoredFigure->HasArmor ())
920915 {
921916 RTTR_Assert (inventory.visual .armoredSoldiers [figureToAmoredSoldierEnum (armoredFigure)] > 0 );
@@ -928,8 +923,7 @@ void nobBaseWarehouse::AddArmoredFigurToVisualInventory(noFigure* figure)
928923{
929924 if (isSoldier (figure->GetJobType ()))
930925 {
931- auto * armoredFigure = dynamic_cast <nofArmored*>(figure);
932- RTTR_Assert (armoredFigure != nullptr );
926+ auto * armoredFigure = checkedCast<nofArmored*>(figure);
933927 if (armoredFigure && armoredFigure->HasArmor ())
934928 {
935929 inventory.visual .Add (figureToAmoredSoldierEnum (armoredFigure));
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