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Fix undo recall action leaving behind parts of the sprite that extend beyond the unit's hex (fixes #3325)
The Fire Dragon sprite extends to two hexes away so invalidating only the adjacent locations wouldn't have been enough.
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@ -94,9 +94,10 @@ bool recall_action::undo(int side)
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}
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current_team.recall_list().add(un);
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// invalidate before erasing allow us
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// to also do the overlapped hexes
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gui.invalidate(recall_loc);
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// Invalidate everything, not just recall_loc, in case the sprite
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// extends into adjacent hexes (Horseman) or even farther away (Fire
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// Dragon)
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gui.invalidate_all();
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units.erase(recall_loc);
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resources::whiteboard->on_kill_unit();
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un->anim_comp().clear_haloes();
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