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@@ -184,7 +184,6 @@ void CGameInfoCallback::fillUpgradeInfo(const CArmedInstance *obj, SlotID stackP
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{
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ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
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ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
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- gameState().fillUpgradeInfo(obj, stackPos, out);
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const auto & stack = obj->getStack(stackPos);
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const CCreature *base = stack.getCreature();
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@@ -451,9 +450,9 @@ bool CGameInfoCallback::isVisibleFor(int3 pos, PlayerColor player) const
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bool CGameInfoCallback::isVisible(int3 pos) const
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{
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- return getPlayerID().has_value() ?
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- gameState().isVisibleFor(pos, *getPlayerID()):
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- gameState().isVisible(pos);
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+ if (!getPlayerID().has_value())
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+ return true; // weird, but we do have such calls
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+ return gameState().isVisibleFor(pos, *getPlayerID());
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}
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bool CGameInfoCallback::isVisibleFor(const CGObjectInstance * obj, PlayerColor player) const
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@@ -463,9 +462,9 @@ bool CGameInfoCallback::isVisibleFor(const CGObjectInstance * obj, PlayerColor p
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bool CGameInfoCallback::isVisible(const CGObjectInstance *obj) const
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{
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- return getPlayerID().has_value() ?
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- gameState().isVisibleFor(obj, *getPlayerID()):
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- gameState().isVisible(obj);
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+ if (!getPlayerID().has_value())
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+ return true; // weird, but we do have such calls
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+ return gameState().isVisibleFor(obj, *getPlayerID());
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}
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std::vector <const CGObjectInstance *> CGameInfoCallback::getBlockingObjs( int3 pos ) const
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