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Fix crash on moving double-wide units in some obstacle configurations
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@@ -731,15 +731,18 @@ void BattleActionsController::actionRealize(PossiblePlayerBattleAction action, c
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case PossiblePlayerBattleAction::MOVE_STACK:
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{
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const auto * activeStack = owner.stacksController->getActiveStack();
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const bool backwardsMove = activeStack->unitSide() == BattleSide::ATTACKER ?
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targetHex.getX() < activeStack->getPosition().getX():
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targetHex.getX() > activeStack->getPosition().getX();
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if(activeStack->doubleWide() && backwardsMove)
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if(activeStack->doubleWide())
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{
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BattleHexArray acc = owner.getBattle()->battleGetAvailableHexes(activeStack, false);
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BattleHexArray availableHexes = owner.getBattle()->battleGetAvailableHexes(activeStack, false);
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BattleHex shiftedDest = targetHex.cloneInDirection(activeStack->destShiftDir(), false);
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if(acc.contains(shiftedDest))
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const bool canMoveHeadHere = availableHexes.contains(targetHex);
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const bool canMoveTailHere = availableHexes.contains(shiftedDest);
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const bool backwardsMove = activeStack->unitSide() == BattleSide::ATTACKER ?
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targetHex.getX() < activeStack->getPosition().getX():
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targetHex.getX() > activeStack->getPosition().getX();
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if(canMoveTailHere && (backwardsMove || !canMoveHeadHere))
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owner.giveCommand(EActionType::WALK, shiftedDest);
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else
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owner.giveCommand(EActionType::WALK, targetHex);
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