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map objects hierarchy now uses IGameInfoCallback
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@@ -38,7 +38,7 @@ std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(
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{
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for(const auto & town : i.second.getTowns())
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{
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if(i.first == getPlayerID() || (!onlyOur && isVisible(town, getPlayerID())))
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if(i.first == getPlayerID() || (!onlyOur && isVisibleFor(town, *getPlayerID())))
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{
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ret.push_back(town);
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}
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