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more robust replaying of moves
we now set skipsighted to true if there is no fog or shroud. The intention is that if a player uses fog=no in debugmode we still get the same move destination in replays.
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@ -1242,7 +1242,13 @@ size_t move_unit_and_record(const std::vector<map_location> &steps,
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( steps.empty() ? map_location::null_location : steps.front() ) << ".\n";
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return 0;
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}
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//if we have no fog activatd we always skipsighed
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if(resources::units->find(steps.front()) != resources::units->end())
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{
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const team ¤t_team = (*resources::teams)[
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resources::units->find(steps.front())->side() - 1];
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continued_move |= !current_team.fog_or_shroud();
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}
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const bool skip_ally_sighted = !preferences::interrupt_when_ally_sighted();
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// Evaluate this move.
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