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First semi-working version of antilag for hero movement
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@@ -76,7 +76,7 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameEventCallback & gameEv
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return score > 0;
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};
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std::unordered_set<int3> tiles;
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FowTilesType tiles;
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if (props.radius > 0)
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{
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cb->getTilesInRange(tiles, hero->getSightCenter(), props.radius, ETileVisibility::HIDDEN, hero->getOwner());
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