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CPathfinder: fix typos and more code cleanups
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@@ -284,7 +284,7 @@ private:
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bool useFlying;
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bool useWaterWalking;
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bool useEmbarkAndDisembark;
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bool useTeleportTWoWay; // Two-way monoliths and Subterranean Gate
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bool useTeleportTwoWay; // Two-way monoliths and Subterranean Gate
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bool useTeleportOneWay; // One-way monoliths with one known exit only
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bool useTeleportOneWayRandom; // One-way monoliths with more than one known exit
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bool useTeleportWhirlpool; // Force enabled if hero protected or unaffected (have one stack of one creature)
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@@ -305,13 +305,9 @@ private:
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CGPathNode *cp; //current (source) path node -> we took it from the queue
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CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
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const TerrainTile *ct, *dt; //tile info for both nodes
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const CGObjectInstance *sTileObj;
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ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
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CGObjectInstance *sTileObj;
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CGObjectInstance *dTileObj;
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const CGTeleport *sTileTeleport;
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const CGTeleport *dTileTeleport;
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CGPathNode *getNode(const int3 &coord);
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void initializeGraph();
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bool isMovementPossible(); //checks if current move will be between sea<->land. If so, checks it legality (returns false if movement is not possible) and sets useEmbarkCost
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