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Do not attempt to move if there are active dialogs
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@ -22,6 +22,7 @@
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#include "../CCallback.h"
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#include "../lib/CondSh.h"
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#include "../lib/pathfinder/CGPathNode.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/networkPacks/PacksForClient.h"
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@ -233,7 +234,7 @@ void HeroMovementController::onMoveHeroApplied()
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assert(currentlyMovingHero);
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const auto * hero = currentlyMovingHero;
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bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0;
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bool canMove = LOCPLINT->localState->hasPath(hero) && LOCPLINT->localState->getPath(hero).nextNode().turns == 0 && !LOCPLINT->showingDialog->get();
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bool wantStop = stoppingMovement;
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bool canStop = !canMove || canHeroStopAtNode(LOCPLINT->localState->getPath(hero).currNode());
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