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One more case for Subterranean Gates
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@ -1347,7 +1347,6 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
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placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0);
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cutPathAroundTown(town);
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setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
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gen->setOccupied (this->getPos(), ETileType::FREE);
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}
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else
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addRequiredObject (town);
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@ -1394,7 +1393,6 @@ void CRmgTemplateZone::initTownType (CMapGenerator* gen)
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placeAndGuardObject(gen, town, getPos() + town->getVisitableOffset(), 0); //generate no guards, but free path to entrance
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cutPathAroundTown(town);
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setPos(town->visitablePos() + (0, 1, 0)); //new center of zone that paths connect to
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gen->setOccupied (getPos(), ETileType::FREE);
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totalTowns++;
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//register MAIN town of zone only
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@ -1844,7 +1842,9 @@ bool CRmgTemplateZone::fill(CMapGenerator* gen)
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{
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initTerrainType(gen);
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freePaths.insert(pos); //zone center should be always clear to allow other tiles to connect
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//zone center should be always clear to allow other tiles to connect
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gen->setOccupied(this->getPos(), ETileType::FREE);
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freePaths.insert(pos);
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addAllPossibleObjects (gen);
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