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@ -3345,7 +3345,7 @@ int3 SectorMap::firstTileToGet(HeroPtr h, crint3 dst)
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if(sourceSector != destinationSector) //use ships, shipyards etc..
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if(sourceSector != destinationSector) //use ships, shipyards etc..
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{
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{
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if(ai->isAccessibleForHero(dst, h, true)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
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if(ai->isAccessibleForHero(dst, h)) //pathfinder can find a way using ships and gates if tile is not blocked by objects
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return dst;
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return dst;
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std::map<const Sector *, const Sector *> preds;
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std::map<const Sector *, const Sector *> preds;
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