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Bugfix to prevent pathfinder failure after making a small step
svn-id: r24687
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8d37c135c0
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@ -1665,7 +1665,7 @@ void Hotspot::npcExecScript(HotspotData *hotspot) {
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void Hotspot::npcResetPausedList(HotspotData *hotspot) {
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Resources &res = Resources::getReference();
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setCharacterMode(CHARMODE_HESITATE);
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setDelayCtr(16);
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setDelayCtr(IDLE_COUNTDOWN_SIZE + 1);
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res.pausedList().reset(hotspotId());
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endAction();
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@ -2515,7 +2515,7 @@ void HotspotTickHandlers::playerAnimHandler(Hotspot &h) {
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room.setCursorState(CS_NONE);
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if (fields.playerPendingPos().isSet) {
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h.setCharacterMode(CHARMODE_6);
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h.setDelayCtr(15);
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h.setDelayCtr(IDLE_COUNTDOWN_SIZE);
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return;
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}
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@ -3072,6 +3072,7 @@ bool PathFinder::process() {
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else if (_xDestPos < 0)
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add(LEFT, -_xDestPos);
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_inProgress = false;
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goto final_step;
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}
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@ -3140,7 +3141,8 @@ bool PathFinder::process() {
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scanFlag = true;
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break;
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}
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}
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}
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_inProgress = false;
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if (scanFlag || _destOccupied) {
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// Adjust the end point if necessary to stop character walking into occupied area
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