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https://github.com/sfall-team/sfall.git
synced 2026-07-27 16:52:34 -07:00
Added a limit on path nodes for NPCs to NumPathNodes option
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@@ -250,10 +250,15 @@ long __fastcall Tilemap::make_path_func(fo::GameObject* srcObject, long sourceTi
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auto& dadData = m_dadData.begin();
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auto& dadData = m_dadData.begin();
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size_t pathCounter = 1;
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size_t pathCounter = 1;
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sfChild childData;
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sfChild childData;
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long node = 0;
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long node = 0;
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if (maxNodes > maxPathNodes) maxNodes = maxPathNodes;
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if (maxNodes > maxPathNodes) maxNodes = maxPathNodes;
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// Tweak for NumPathNodes option
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if (maxNodes > 10000 && srcObject != fo::var::obj_dude && maxNodes == maxPathNodes) {
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maxNodes = 10000; // limit for NPCs (maybe need less)
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}
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// search path tiles
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// search path tiles
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while (true) {
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while (true) {
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auto& pathData = m_pathData.begin();
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auto& pathData = m_pathData.begin();
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@@ -1215,7 +1215,12 @@ void Graphics::init() {
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}
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}
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if (Graphics::mode == 5 || Graphics::mode == 2) WinProc::SetMoveKeys();
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if (Graphics::mode == 5 || Graphics::mode == 2) WinProc::SetMoveKeys();
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if (HRP::Setting::IsEnabled()) HRP::MoviesScreen::SetDrawMode(Graphics::mode < 4);
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if (HRP::Setting::IsEnabled()) {
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HRP::MoviesScreen::SetDrawMode(Graphics::mode < 4);
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// Reassign the function to avoid an unnecessary jump from the engine code
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LoadGameHook::OnBeforeGameInit() += []() { WinProc::SetWindowProc(); };
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}
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WindowRender::init();
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WindowRender::init();
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}
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}
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