implement tunnels
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@@ -481,7 +481,9 @@ void GameWorldView::placeAtTile(QPoint tile)
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}
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}
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}
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else if (type == BuildingType::Splitter)
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else if (type == BuildingType::Splitter
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|| type == BuildingType::TunnelEntry
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|| type == BuildingType::TunnelExit)
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{
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if (!m_sim->buildings().isTileOccupied(tile))
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{
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