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Refactor map_get_footpath_element() and fix #10486
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@@ -117,7 +117,7 @@ protected:
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// Check that the peep is still on a footpath. Use next_z instead of pos->z here because pos->z will change
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// when the peep is halfway up a slope, but next_z will not change until they move to the next tile.
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EXPECT_NE(map_get_footpath_element(pos->x, pos->y, peep->next_z), nullptr);
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EXPECT_NE(map_get_footpath_element(TileCoordsXYZ{ pos->x, pos->y, peep->next_z }.ToCoordsXYZ()), nullptr);
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}
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// Clean up the peep, because we're reusing this loaded context for all tests.
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