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Remove an unused variable.
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@ -415,7 +415,7 @@ void game_display::redraw_units(const std::vector<map_location>& invalidated_uni
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//simulate_delay += 1;
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}
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if (temp_unit_ && temp_unit_loc_ == loc) {
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temp_unit_->redraw_unit(*this, temp_unit_loc_, true);
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temp_unit_->redraw_unit(*this, temp_unit_loc_);
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//simulate_delay += 1;
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}
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}
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@ -1791,7 +1791,7 @@ void unit::set_facing(map_location::DIRECTION dir) {
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// Else look at yourself (not available so continue to face the same direction)
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}
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void unit::redraw_unit(game_display& disp, const map_location& loc, const bool fake)
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void unit::redraw_unit(game_display& disp, const map_location& loc)
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{
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const gamemap & map = disp.get_map();
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if(!loc.valid() || hidden_ || disp.fogged(loc)
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@ -197,11 +197,9 @@ public:
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/** A SDL surface, ready for display for place where we need a still-image of the unit. */
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const surface still_image(bool scaled = false) const;
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/**
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* draw a unit, fake is used for temporary unit not in unit_map (so we can
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* skip functions assuming that)
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*/
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void redraw_unit(game_display& disp, const map_location& loc, const bool fake = false);
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/** draw a unit. */
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void redraw_unit(game_display& disp, const map_location& loc);
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/** Clear unit_halo_ */
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void clear_haloes();
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