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Added workaround for ~200 ms lag occuring after hero move
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@ -2550,6 +2550,9 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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// (i == 0) means hero went through all the path
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adventureInt->updateMoveHero(h, (i != 0));
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adventureInt->updateNextHero(h);
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// ugly workaround to force instant update of adventure map
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adventureInt->animValHitCount = 8;
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}
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setMovementStatus(false);
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@ -1044,7 +1044,7 @@ void CAdvMapInt::show(SDL_Surface * to)
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{
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++heroAnim;
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}
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if(animValHitCount == 8)
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if(animValHitCount >= 8)
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{
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CGI->mh->updateWater();
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animValHitCount = 0;
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