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First semi-working version of antilag for hero movement
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@@ -1184,14 +1184,14 @@ void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component
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ENGINE->windows().pushWindow(wnd);
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}
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void CPlayerInterface::tileRevealed(const std::unordered_set<int3> &pos)
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void CPlayerInterface::tileRevealed(const FowTilesType &pos)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
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adventureInt->onMapTilesChanged(pos);
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}
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void CPlayerInterface::tileHidden(const std::unordered_set<int3> &pos)
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void CPlayerInterface::tileHidden(const FowTilesType &pos)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->onMapTilesChanged(pos);
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@@ -1341,7 +1341,7 @@ void CPlayerInterface::objectPropertyChanged(const SetObjectProperty * sop)
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//redraw minimap if owner changed
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std::set<int3> pos = obj->getBlockedPos();
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std::unordered_set<int3> upos(pos.begin(), pos.end());
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FowTilesType upos(pos.begin(), pos.end());
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adventureInt->onMapTilesChanged(upos);
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assert(cb->getTownsInfo().size() == localState->getOwnedTowns().size());
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