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Rotation rebase2 (#912)
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
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@@ -571,7 +571,7 @@ ESpellCastResult ViewMechanics::applyAdventureEffects(SpellCastEnvironment * env
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const auto spellLevel = parameters.caster->getSpellSchoolLevel(owner);
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const auto & fowMap = env->getCb()->getPlayerTeam(parameters.caster->getOwner())->fogOfWarMap;
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const auto fowMap = env->getCb()->getPlayerTeam(parameters.caster->getOwner())->fogOfWarMap;
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for(const CGObjectInstance * obj : env->getMap()->objects)
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{
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@@ -580,7 +580,7 @@ ESpellCastResult ViewMechanics::applyAdventureEffects(SpellCastEnvironment * env
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{
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ObjectPosInfo posInfo(obj);
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if(fowMap[posInfo.pos.x][posInfo.pos.y][posInfo.pos.z] == 0)
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if((*fowMap)[posInfo.pos.x][posInfo.pos.y][posInfo.pos.z] == 0)
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pack.objectPositions.push_back(posInfo);
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}
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}
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