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* small fix
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@ -3282,7 +3282,7 @@ bool CPathfinder::goodForLandSeaTransition()
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return true;
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return true;
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}
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}
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CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, -1), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
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CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, boost::optional<TPlayerColor>()), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap)
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{
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{
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useSubterraneanGates = true;
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useSubterraneanGates = true;
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allowEmbarkAndDisembark = true;
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allowEmbarkAndDisembark = true;
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@ -711,9 +711,9 @@ std::vector < const CGTownInstance *> CPlayerSpecificInfoCallback::getTownsInfo(
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{
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{
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
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std::vector < const CGTownInstance *> ret = std::vector < const CGTownInstance *>();
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BOOST_FOREACH(auto i, gs->players)
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BOOST_FOREACH(const auto & i, gs->players)
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{
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{
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BOOST_FOREACH(auto town, i.second.towns)
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BOOST_FOREACH(const auto & town, i.second.towns)
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{
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{
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if (i.first==player || (isVisible(town, player) && !onlyOur))
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if (i.first==player || (isVisible(town, player) && !onlyOur))
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{
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{
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