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Reduce non-const access to gamestate on server
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@@ -574,7 +574,7 @@ EDiggingStatus CGameInfoCallback::getTileDigStatus(int3 tile, bool verbose) cons
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return getTile(tile)->getDiggingStatus();
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}
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EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
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EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID ) const
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{
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ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
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@@ -947,7 +947,7 @@ void CGameInfoCallback::getAllTiles(std::unordered_set<int3> & tiles, std::optio
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}
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}
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void CGameInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level)
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void CGameInfoCallback::getAllowedSpells(std::vector<SpellID> & out, std::optional<ui16> level) const
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{
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for (auto const & spellID : gameState().getMap().allowedSpells)
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{
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