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First semi-working version of antilag for hero movement
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@@ -716,7 +716,7 @@ const TeamState * CGameInfoCallback::getPlayerTeam( PlayerColor color ) const
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}
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}
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void CGameInfoCallback::getVisibleTilesInRange(std::unordered_set<int3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
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void CGameInfoCallback::getVisibleTilesInRange(FowTilesType &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula) const
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{
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gameState().getTilesInRange(tiles, pos, radious, ETileVisibility::REVEALED, *getPlayerID(), distanceFormula);
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}
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@@ -814,7 +814,7 @@ void CGameInfoCallback::getFreeTiles(std::vector<int3> & tiles) const
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}
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}
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void CGameInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
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void CGameInfoCallback::getTilesInRange(FowTilesType & tiles,
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const int3 & pos,
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int radious,
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ETileVisibility mode,
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@@ -851,7 +851,7 @@ void CGameInfoCallback::getTilesInRange(std::unordered_set<int3> & tiles,
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}
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}
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void CGameInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optional<PlayerColor> Player, int level, const std::function<bool(const TerrainTile *)> & filter) const
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void CGameInfoCallback::getAllTiles(FowTilesType & tiles, std::optional<PlayerColor> Player, int level, const std::function<bool(const TerrainTile *)> & filter) const
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{
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if(Player.has_value() && !Player->isValidPlayer())
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{
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