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Partial fix for hero flag rendering
(-) blue & teal heroes are still gitchy. IDN why ...
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@ -267,6 +267,9 @@ void Graphics::loadHeroFlagsDetail(std::pair<std::vector<CDefEssential *> Graphi
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SDL_SetColorKey(curImg.bitmap, SDL_SRCCOLORKEY,
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SDL_MapRGB(curImg.bitmap->format, 0, 255, 255)
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);
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#ifndef VCMI_SDL1
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SDL_SetSurfaceBlendMode(curImg.bitmap,SDL_BLENDMODE_NONE);
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#endif
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}
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}
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}
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@ -503,7 +503,7 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
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if(obj->ID != Obj::HERO && !obj->coveringAt(top_tile.x + bx, top_tile.y + by))
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continue;
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static const int notBlittedInPuzzleMode[] = {124};
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static const int notBlittedInPuzzleMode[] = {Obj::HOLE};
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//don't print flaggable objects in puzzle mode
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if(puzzleMode && (obj->isVisitable() || std::find(notBlittedInPuzzleMode, notBlittedInPuzzleMode+1, obj->ID) != notBlittedInPuzzleMode+1)) //?
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