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Fix: incorrect path rebuilding in RebuildWayPointsForGroupPath() (by sun_alf)
Additional correction to RebuildWayPointsForGroupPath(): we should not skip "next" sector if we are between sectors. (Original comment stated opposite which was confusing) git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9353 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1712,7 +1712,6 @@ void RebuildWayPointsForGroupPath( PathStPtr pHeadOfPath, INT16 sMvtGroup )
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UINT32 uiCurrentSectorId = CALCULATE_STRATEGIC_INDEX(pGroup->ubSectorX, pGroup->ubSectorY);
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UINT32 uiTargetSectorId = pGroup->fBetweenSectors ? CALCULATE_STRATEGIC_INDEX(pGroup->ubNextX, pGroup->ubNextY) : INVALID_STRATEGIC_INDEX;
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UINT32 uiPrevNodeSectorId = INVALID_STRATEGIC_INDEX; // relates to path node, not to the group we work with
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// build a brand new list of waypoints, one for initial direction, and another for every "direction change" thereafter
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@@ -1721,12 +1720,7 @@ void RebuildWayPointsForGroupPath( PathStPtr pHeadOfPath, INT16 sMvtGroup )
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Assert(uiPrevNodeSectorId != pNode->uiSectorId);
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uiPrevNodeSectorId = pNode->uiSectorId;
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// if we are between sectors, we have to skip the first waypoint to the place we are already going to.
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if (pGroup->fBetweenSectors && pNode->uiSectorId == uiTargetSectorId)
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{
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uiTargetSectorId = INVALID_STRATEGIC_INDEX; // reset to invalid so that it won't enter this branch anymore
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}
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else if (pNode->uiSectorId == uiCurrentSectorId) // also skip this first waypoint as we are already in
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if (pNode->uiSectorId == uiCurrentSectorId) // skip this first waypoint as we are already in
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{
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uiCurrentSectorId = INVALID_STRATEGIC_INDEX; // reset to invalid so that it won't enter this branch anymore
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}
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