unit/unit blocking works sensibly for first-half; a few glitches due to second-half
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@@ -72,8 +72,8 @@ namespace OpenRa.Game
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continue;
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if (Game.BuildingInfluence.GetBuildingAt(newHere - offset) != null)
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continue;
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if (Game.UnitInfluence.GetUnitAt(newHere - offset) != null)
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continue;
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//if (Game.UnitInfluence.GetUnitAt(newHere - offset) != null)
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// continue;
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double cellCost = ( ( d.X * d.Y != 0 ) ? 1.414213563 : 1.0 ) * passableCost[(int)umt][ newHere.X, newHere.Y ];
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double newCost = cellInfo[ here.X, here.Y ].MinCost + cellCost;
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