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* a bit better stack reversing
* FoWChange uses unordered_set instead of set
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@ -13,6 +13,7 @@
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#endif
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#include "../lib/CCreatureSet.h"
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#include "../lib/ConstTransitivePtr.h"
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#include <boost/unordered_set.hpp>
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/*
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* CObjectHandler.h, part of VCMI engine
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@ -157,7 +158,7 @@ public:
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virtual ui8 getPassableness() const; //bitmap - if the bit is set the corresponding player can pass through the visitable tiles of object, even if it's blockvis; if not set - default properties from definfo are used
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virtual int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
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virtual int getSightRadious() const; //sight distance (should be used if player-owned structure)
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void getSightTiles(std::set<int3> &tiles) const; //returns reference to the set
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void getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const; //returns reference to the set
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int getOwner() const;
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void setOwner(int ow);
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int getWidth() const; //returns width of object graphic in tiles
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