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More fixes to not place obstacles on wall parts
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@ -70,7 +70,8 @@ namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART)
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std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(165, EWallPart::INDESTRUCTIBLE_PART)
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};
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static EWallPart::EWallPart hexToWallPart(BattleHex hex)
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@ -430,14 +430,14 @@ bool ObstacleMechanics::isHexAviable(const CBattleInfoCallback * cb, const Battl
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{
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EWallPart::EWallPart part = cb->battleHexToWallPart(hex);
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if(part != EWallPart::INVALID)
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{
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if(static_cast<int>(part) < 0)
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return false;//indestuctible part, cant be checked by battleGetWallState
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if(cb->battleGetWallState(part) != EWallState::DESTROYED && cb->battleGetWallState(part) != EWallState::NONE)
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return false;
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}
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if(part == EWallPart::INVALID)
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return true;//no fortification here
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else if(static_cast<int>(part) < 0)
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return false;//indestuctible part (cant be checked by battleGetWallState)
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else if(part == EWallPart::BOTTOM_TOWER || part == EWallPart::UPPER_TOWER)
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return false;//destructible, but should not be available
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else if(cb->battleGetWallState(part) != EWallState::DESTROYED && cb->battleGetWallState(part) != EWallState::NONE)
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return false;
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}
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return true;
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