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Add Astars pathing to ingame options (#124)
* Enabled astars pathing * Add toggleable pathfinding choice to ingame options You can choose between original and A* pathfinding algorithms
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@@ -145,14 +145,11 @@ UINT32 gSurfaceMemUsage;
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//UINT8 gubWorldMovementCosts[ WORLD_MAX ][MAXDIR][2];
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UINT8 (*gubWorldMovementCosts)[MAXDIR][2] = NULL;//dnl ch43 260909
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// Flugente: this stuff is only ever used in AStar pathing and is a unnecessary waste of resources otherwise, so I'm putting an end to this
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#ifdef USE_ASTAR_PATHS
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//ddd to speed up search of illuminated tiles in PATH AI
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BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
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BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ];
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INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ];
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BOOLEAN gubWorldTileInLight[ MAX_ALLOWED_WORLD_MAX ];
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BOOLEAN gubIsCorpseThere[ MAX_ALLOWED_WORLD_MAX ];
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INT32 gubMerkCanSeeThisTile[ MAX_ALLOWED_WORLD_MAX ];
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//ddd
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#endif
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// set to nonzero (locs of base gridno of structure are good) to have it defined by structure code
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INT16 gsRecompileAreaTop = 0;
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