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Fix movement animation on revealing FoW
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@@ -375,7 +375,6 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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if(details.stopMovement()) //hero failed to move
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if(details.stopMovement()) //hero failed to move
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{
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{
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stillMoveHero.setn(STOP_MOVE);
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stillMoveHero.setn(STOP_MOVE);
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GH.totalRedraw();
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adventureInt->heroList->update(hero);
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adventureInt->heroList->update(hero);
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return;
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return;
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}
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}
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@@ -1208,8 +1207,6 @@ void CPlayerInterface::tileRevealed(const std::unordered_set<int3, ShashInt3> &p
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//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
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//FIXME: wait for dialog? Magi hut/eye would benefit from this but may break other areas
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for (auto & po : pos)
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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adventureInt->minimap->updateTile(po);
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if (!pos.empty())
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GH.totalRedraw();
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}
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}
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void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
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void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos)
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@@ -1217,8 +1214,6 @@ void CPlayerInterface::tileHidden(const std::unordered_set<int3, ShashInt3> &pos
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EVENT_HANDLER_CALLED_BY_CLIENT;
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EVENT_HANDLER_CALLED_BY_CLIENT;
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for (auto & po : pos)
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for (auto & po : pos)
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adventureInt->minimap->updateTile(po);
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adventureInt->minimap->updateTile(po);
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if (!pos.empty())
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GH.totalRedraw();
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}
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}
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void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
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void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
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