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CPathfinder: separate teleporter exits and neighbour tile code
This way code that handle real neighbour tiles is more readable and teleport exits don't have to go via all checks they ignore anyway.
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@@ -308,7 +308,8 @@ private:
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void initializeGraph();
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bool goodForLandSeaTransition(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
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void getNeighbours(const int3 &coord, bool noTeleportExcludes = false);
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void getNeighbours(const int3 &coord);
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void getTeleportExits(bool noTeleportExcludes = false);
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CGPathNode::EAccessibility evaluateAccessibility(const TerrainTile *tinfo) const;
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bool canMoveBetween(const int3 &a, const int3 &b) const; //checks only for visitable objects that may make moving between tiles impossible, not other conditions (like tiles itself accessibility)
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