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Fix map grid visibility on game load
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@@ -185,9 +185,16 @@ void MapViewController::tick(uint32_t timeDelta)
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fadingInContext->progress = std::min( 1.0, fadingInContext->progress);
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}
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if (adventureContext)
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adventureContext->animationTime += timeDelta;
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updateState();
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}
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void MapViewController::updateState()
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{
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if(adventureContext)
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{
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adventureContext->animationTime += timeDelta;
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adventureContext->settingsSessionSpectate = settings["session"]["spectate"].Bool();
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adventureContext->settingsAdventureObjectAnimation = settings["adventure"]["objectAnimation"].Bool();
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adventureContext->settingsAdventureTerrainAnimation = settings["adventure"]["terrainAnimation"].Bool();
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@@ -511,6 +518,7 @@ void MapViewController::activateAdventureContext(uint32_t animationTime)
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adventureContext = std::make_shared<MapRendererAdventureContext>(*state);
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adventureContext->animationTime = animationTime;
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context = adventureContext;
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updateState();
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}
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void MapViewController::activateAdventureContext()
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@@ -74,6 +74,7 @@ private:
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void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest) override;
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void resetContext();
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void updateState();
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public:
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MapViewController(std::shared_ptr<MapViewModel> model, std::shared_ptr<MapViewCache> view);
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