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Use sight center for fow reveal actions
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19f2fbce1e
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@ -900,7 +900,7 @@ void CGameHandler::onNewTurn()
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{
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{
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if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
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if (getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
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getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
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getPlayerRelations(player.first, t->tempOwner) == PlayerRelations::ENEMIES)
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changeFogOfWar(t->visitablePos(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
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changeFogOfWar(t->getSightCenter(), t->getFirstBonus(Selector::type()(BonusType::DARKNESS))->val, player.first, ETileVisibility::HIDDEN);
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}
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}
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}
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}
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}
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}
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@ -1550,7 +1550,7 @@ void CGameHandler::giveHero(ObjectInstanceID id, PlayerColor player, ObjectInsta
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//Reveal fow around new hero, especially released from Prison
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//Reveal fow around new hero, especially released from Prison
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auto h = getHero(id);
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auto h = getHero(id);
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changeFogOfWar(h->pos, h->getSightRadius(), player, ETileVisibility::REVEALED);
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changeFogOfWar(h->getSightCenter(), h->getSightRadius(), player, ETileVisibility::REVEALED);
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}
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}
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void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
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void CGameHandler::changeObjPos(ObjectInstanceID objid, int3 newPos, const PlayerColor & initiator)
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