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Fix calculating of total cost if hero has non-max amount of points
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@@ -779,8 +779,8 @@ void AdventureMapInterface::showMoveDetailsInStatusbar(const CGHeroInstance & he
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const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
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const int movementPointsLastTurnCost = maxMovementPointsAtStartOfLastTurn - pathNode.moveRemains;
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const int remainingPointsAfterMove = pathNode.moveRemains;
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const int remainingPointsAfterMove = pathNode.moveRemains;
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int totalMovementCost = 0;
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int totalMovementCost = hero.movementPointsRemaining();
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for (int i = 0; i <= pathNode.turns; ++i)
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for (int i = 1; i <= pathNode.turns; ++i)
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{
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{
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auto turnInfo = hero.getTurnInfo(i);
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auto turnInfo = hero.getTurnInfo(i);
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if (pathNode.layer == EPathfindingLayer::SAIL)
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if (pathNode.layer == EPathfindingLayer::SAIL)
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