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First semi-working version of antilag for hero movement
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@@ -167,7 +167,7 @@ void HeroMovementController::onTryMoveHero(const CGHeroInstance * hero, const Tr
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GAME->interface()->localState->hasPath(hero) &&
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GAME->interface()->localState->getPath(hero).lastNode().coord == details.attackedFrom;
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std::unordered_set<int3> changedTiles {
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FowTilesType changedTiles {
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hero->convertToVisitablePos(details.start),
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hero->convertToVisitablePos(details.end)
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};
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