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Use the same cost value in Pathfinder and fuzzy evaluations.
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@@ -195,7 +195,10 @@ public:
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void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
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void levelUp(std::vector<SecondarySkill> skills);
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int maxMovePoints(bool onLand, const TurnInfo * ti = nullptr) const;
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int maxMovePoints(bool onLand) const;
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//cached version is much faster, TurnInfo construction is costly
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int maxMovePointsCached(bool onLand, const TurnInfo * ti) const;
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int movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark = false, const TurnInfo * ti = nullptr) const;
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static int3 convertPosition(int3 src, bool toh3m); //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
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