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Fixed paths through teleport, formatting cleanup
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@@ -1,5 +1,5 @@
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/*
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* CPlayerInterface.h, part of VCMI engine
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* HeroMovementController.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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@@ -32,15 +32,12 @@ class HeroMovementController
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/// movement was requested to be terminated, e.g. by player or due to inability to move
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bool stoppingMovement = false;
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bool waitingForQueryApplyReply = false;
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const CGHeroInstance * currentlyMovingHero = nullptr;
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AudioPath currentMovementSoundName;
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int currentMovementSoundChannel = -1;
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/// return final node in a path, if exists
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std::optional<int3> getLastTile(const CGHeroInstance * h) const;
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/// return first path in a path, if exists
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std::optional<int3> getNextTile(const CGHeroInstance * h) const;
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bool canHeroStopAtNode(const CGPathNode & node) const;
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void updatePath(const CGHeroInstance * hero, const TryMoveHero & details);
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@@ -56,11 +53,16 @@ class HeroMovementController
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public:
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// const queries
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/// Returns true if hero should move through garrison without displaying garrison dialog
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bool isHeroMovingThroughGarrison(const CGHeroInstance * hero, const CArmedInstance * garrison) const;
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/// Returns true if there is an ongoing hero movement process
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bool isHeroMoving() const;
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// netpack handlers
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void onMoveHeroApplied();
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void onQueryReplyApplied();
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void onPlayerTurnStarted();
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void onBattleStarted();
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void showTeleportDialog(const CGHeroInstance * hero, TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID);
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