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SectorMap::exploreNewSector: only store visible visitable objects
Fix crash that I initially missed. AI unable to access information about hidden objects like events via callbacks so we shouldn't store them here too.
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@ -3061,7 +3061,8 @@ void SectorMap::exploreNewSector(crint3 pos, int num, CCallback * cbp)
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if(t->visitable)
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{
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auto obj = t->visitableObjects.front();
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s.visitableObjs.push_back(obj);
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if(cb->getObj(obj->id, false)) // FIXME: we have to filter invisible objcts like events, but probably TerrainTile shouldn't be used in SectorMap at all
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s.visitableObjs.push_back(obj);
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}
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}
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}
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