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Use small vector for unit list
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@@ -383,11 +383,9 @@ battle::Units CBattleInfoCallback::battleAliveUnits(BattleSide side) const
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using namespace battle;
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//T is battle::Unit descendant
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template <typename T>
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const T * takeOneUnit(std::vector<const T*> & allUnits, const int turn, BattleSide & sideThatLastMoved, int phase)
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static const battle::Unit * takeOneUnit(battle::Units & allUnits, const int turn, BattleSide & sideThatLastMoved, int phase)
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{
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const T * returnedUnit = nullptr;
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const battle::Unit * returnedUnit = nullptr;
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size_t currentUnitIndex = 0;
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for(size_t i = 0; i < allUnits.size(); i++)
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@@ -1168,7 +1166,7 @@ std::pair<const battle::Unit *, BattleHex> CBattleInfoCallback::getNearestStack(
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std::vector<DistStack> stackPairs;
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std::vector<const battle::Unit *> possible = battleGetUnitsIf([=](const battle::Unit * unit)
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battle::Units possible = battleGetUnitsIf([=](const battle::Unit * unit)
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{
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return unit->isValidTarget(false) && unit != closest;
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});
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@@ -1436,7 +1434,7 @@ AttackableTiles CBattleInfoCallback::getPotentiallyShootableHexes(const battle::
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return at;
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}
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std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(
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battle::Units CBattleInfoCallback::getAttackedBattleUnits(
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const battle::Unit * attacker,
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const battle::Unit * defender,
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BattleHex destinationTile,
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@@ -1444,7 +1442,7 @@ std::vector<const battle::Unit*> CBattleInfoCallback::getAttackedBattleUnits(
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BattleHex attackerPos,
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BattleHex defenderPos) const
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{
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std::vector<const battle::Unit*> units;
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battle::Units units;
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RETURN_IF_NOT_BATTLE(units);
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if(attackerPos == BattleHex::INVALID)
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