Follow-up Comment #2, patch #1836 (project wesnoth):
new version
find_vacant doesn't make much sense to me, the wml author can use [kill]
previously in any case
Is it enough to check for unit existance, or should I query whether the
gamestate has been modified by the fired event and then break the loop - the
units that are still to be moved may have been modified by the fired event.
Killing or moving them in that event works so far, however.
(file #9801)
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File name: move_unit.patch Size:2 KB
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