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- Moved gameState::guardingCreaturePosition() to CMap so it doesn't need to be recalculated many times for every player.
- Some optimizations with local cb pinter in VCAI.
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@@ -1279,7 +1279,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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}
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}
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const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));
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const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->getGuardingCreaturePosition(mapPos));
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if(selection->ID == Obj::TOWN)
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{
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