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Replaced most of accesses to CGObjectInstance::pos with anchorPoint()
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@@ -209,7 +209,7 @@ ESpellCastResult SummonBoatMechanics::applyAdventureEffects(SpellCastEnvironment
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if(b->hero || b->layer != EPathfindingLayer::SAIL)
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continue; //we're looking for unoccupied boat
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double nDist = b->pos.dist2d(parameters.caster->getHeroCaster()->visitablePos());
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double nDist = b->visitablePos().dist2d(parameters.caster->getHeroCaster()->visitablePos());
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if(!nearest || nDist < dist) //it's first boat or closer than previous
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{
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nearest = b;
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@@ -669,11 +669,11 @@ const CGTownInstance * TownPortalMechanics::findNearestTown(SpellCastEnvironment
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return nullptr;
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auto nearest = pool.cbegin(); //nearest town's iterator
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si32 dist = (*nearest)->pos.dist2dSQ(parameters.caster->getHeroCaster()->pos);
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si32 dist = (*nearest)->visitablePos().dist2dSQ(parameters.caster->getHeroCaster()->visitablePos());
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for(auto i = nearest + 1; i != pool.cend(); ++i)
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{
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si32 curDist = (*i)->pos.dist2dSQ(parameters.caster->getHeroCaster()->pos);
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si32 curDist = (*i)->visitablePos().dist2dSQ(parameters.caster->getHeroCaster()->visitablePos());
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if(curDist < dist)
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{
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