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Reduce usage of implicit conversions to int
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@@ -88,7 +88,7 @@ bool AINodeStorage::isBattleNode(const CGPathNode * node) const
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std::optional<AIPathNode *> AINodeStorage::getOrCreateNode(const int3 & pos, const EPathfindingLayer layer, int chainNumber)
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{
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auto chains = nodes[layer][pos.z][pos.x][pos.y];
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auto chains = nodes[layer.getNum()][pos.z][pos.x][pos.y];
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for(AIPathNode & node : chains)
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{
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@@ -125,7 +125,7 @@ void AINodeStorage::resetTile(const int3 & coord, EPathfindingLayer layer, EPath
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{
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for(int i = 0; i < NUM_CHAINS; i++)
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{
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AIPathNode & heroNode = nodes[layer][coord.z][coord.x][coord.y][i];
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AIPathNode & heroNode = nodes[layer.getNum()][coord.z][coord.x][coord.y][i];
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heroNode.chainMask = 0;
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heroNode.danger = 0;
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@@ -326,7 +326,7 @@ bool AINodeStorage::hasBetterChain(const PathNodeInfo & source, CDestinationNode
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bool AINodeStorage::isTileAccessible(const int3 & pos, const EPathfindingLayer layer) const
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{
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return nodes[layer][pos.z][pos.x][pos.y][0].action != EPathNodeAction::UNKNOWN;
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return nodes[layer.getNum()][pos.z][pos.x][pos.y][0].action != EPathNodeAction::UNKNOWN;
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}
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std::vector<AIPath> AINodeStorage::getChainInfo(const int3 & pos, bool isOnLand) const
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