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BattleAction: handle obstacle for standing units
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@ -852,6 +852,8 @@ int BattleActionProcessor::moveStack(const CBattleInfoCallback & battle, int sta
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|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
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|| start == battle::Unit::occupiedHex(dest, curStack->doubleWide(), curStack->unitSide()))
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passed.clear(); //Just empty passed, obstacles will handled automatically
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passed.clear(); //Just empty passed, obstacles will handled automatically
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}
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}
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if(dest == start) //If dest is equal to start, then we should handle obstacles for it anyway
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passed.clear(); //Just empty passed, obstacles will handled automatically
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//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
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//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
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battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
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battle.handleObstacleTriggersForUnit(*gameHandler->spellEnv, *curStack, passed);
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