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fixup blindfold to work with PR 121
fixes issue where using blindfold would cause OOS. now we only check blindfold flag now when redrawing the unit, not for other purposes
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@ -1916,7 +1916,7 @@ void unit::redraw_unit()
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display &disp = *display::get_singleton();
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const gamemap &map = disp.get_map();
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if ( hidden_ || !is_visible_to_team(disp.get_teams()[disp.viewing_team()],disp.show_everything(),map) )
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if ( hidden_ || disp.is_blindfolded() || !is_visible_to_team(disp.get_teams()[disp.viewing_team()],disp.show_everything(),map) )
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{
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clear_haloes();
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if(anim_) {
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@ -2908,8 +2908,6 @@ bool unit::is_visible_to_team(team const& team, bool const see_all, gamemap cons
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return false;
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if (see_all)
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return true;
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if (resources::screen->is_blindfolded())
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return false;
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if (team.is_enemy(side()) && invisible(loc))
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return false;
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if (team.is_enemy(side()) && team.fogged(loc))
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