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CPathfinder: move destTopVisObjID where it's belongs to
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@ -3411,7 +3411,6 @@ void CPathfinder::calculatePaths()
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{
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{
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dp = getNode(neighbour);
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dp = getNode(neighbour);
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dt = &gs->map->getTile(neighbour);
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dt = &gs->map->getTile(neighbour);
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destTopVisObjID = dt->topVisitableId();
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useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
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useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark
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const bool destIsGuardian = sourceGuardPosition == neighbour;
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const bool destIsGuardian = sourceGuardPosition == neighbour;
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@ -3552,6 +3551,7 @@ CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile
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bool CPathfinder::goodForLandSeaTransition()
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bool CPathfinder::goodForLandSeaTransition()
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{
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{
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Obj destTopVisObjID = dt->topVisitableId();
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if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
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if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances
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{
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{
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if(cp->land) //from land to sea -> embark or assault hero on boat
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if(cp->land) //from land to sea -> embark or assault hero on boat
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@ -297,7 +297,6 @@ private:
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CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
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CGPathNode *dp; //destination node -> it's a neighbour of cp that we consider
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const TerrainTile *ct, *dt; //tile info for both nodes
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const TerrainTile *ct, *dt; //tile info for both nodes
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ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
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ui8 useEmbarkCost; //0 - usual movement; 1 - embark; 2 - disembark
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Obj destTopVisObjID;
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CGObjectInstance *sTileObj;
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CGObjectInstance *sTileObj;
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CGObjectInstance *dTileObj;
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CGObjectInstance *dTileObj;
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