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PlayerState now stores all objects owned by player
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@@ -121,7 +121,7 @@ bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) c
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}
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}
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for(const auto & hero : leftInfo->heroes)
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for(const auto & hero : leftInfo->getHeroes())
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{
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CPathsInfo out(mapSize, hero);
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auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
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@@ -137,7 +137,7 @@ bool TurnOrderProcessor::playersInContact(PlayerColor left, PlayerColor right) c
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leftReachability[z][x][y] = true;
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}
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for(const auto & hero : rightInfo->heroes)
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for(const auto & hero : rightInfo->getHeroes())
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{
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CPathsInfo out(mapSize, hero);
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auto config = std::make_shared<SingleHeroPathfinderConfig>(out, gameHandler->gameState(), hero);
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