if (const Player* player = creature->getPlayer()) {
if (creatures && !creatures->empty() && !hasBitSet(FLAG_IGNOREBLOCKCREATURE, flags)
&& !player->isAccessPlayer()) {
for (const Creature* tileCreature : *creatures) {
if (!player->canWalkthrough(tileCreature)) {
return RETURNVALUE_NOTPOSSIBLE;
}
}
}