Update of bug #12077 (project wesnoth):
Status: None => Fixed
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Follow-up Comment #2:
As for the second part, as zookeeper stated in bug #12885, the sighted event
is too much trouble to maintain. You can catch all the possibilities by using
a moveto with [filter_vision] in combination with a side turn event in which
you use [filter_vision] to check if the unit has been sighted yet.
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