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Remove pointer to objects from TerrainTile
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@ -192,7 +192,7 @@ bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
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}
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else if(!fromWater) // do not try to board when in water sector
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{
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if(t->visitableObjects.size() == 1 && t->topVisitableId() == Obj::BOAT)
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if(t->visitableObjects.size() == 1 && cb->getObjInstance(t->topVisitableObj())->ID == Obj::BOAT)
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return true;
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}
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return false;
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@ -200,9 +200,11 @@ bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater)
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bool isBlockedBorderGate(int3 tileToHit) //TODO: is that function needed? should be handled by pathfinder
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{
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if(cb->getTile(tileToHit)->topVisitableId() != Obj::BORDER_GATE)
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const auto * object = cb->getTopObj(tileToHit);
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if( object && object->id != Obj::BORDER_GATE)
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return false;
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auto gate = dynamic_cast<const CGKeys *>(cb->getTile(tileToHit)->topVisitableObj());
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auto gate = dynamic_cast<const CGKeys *>(object);
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return !gate->passableFor(ai->playerID);
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}
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