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deleting objects, a bit of hero randomizing
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@@ -86,6 +86,7 @@ public:
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std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
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bool printObject(CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
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bool hideObject(CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
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bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
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void init();
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SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap = CGI->mh->visibility);
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SDL_Surface * terrBitmap(int x, int y);
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