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SCI: AvoidPath: No longer excludes edges on screen borders for pathfinding, as
only the earlier games seem to do this. We may need to add a SCI version check here if this change breaks anything in earlier games. svn-id: r40398
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@ -258,7 +258,7 @@ struct PathfindingState {
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static Vertex *vertex_cur; // FIXME
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// Temporary hack to deal with points in reg_ts
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// FIXME: Temporary hack to deal with points in reg_ts
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static bool polygon_is_reg_t(const byte *list, int size) {
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// Check the first three reg_ts
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for (int i = 0; i < (size < 3 ? size : 3); i++)
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@ -1556,10 +1556,13 @@ static void dijkstra(PathfindingState *s) {
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uint32 new_dist;
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Vertex *vertex = *it;
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// Early pathfinding-enabled games exclude edges on screen borders.
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// FIXME: Enable this selectively for those games that need it.
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#if 0
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// Avoid plotting path along screen edge
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if ((vertex != s->vertex_end) && point_on_screen_border(vertex->v))
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continue;
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#endif
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new_dist = vertex_min->dist + (uint32)sqrt((float)vertex_min->v.sqrDist(vertex->v));
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if (new_dist < vertex->dist) {
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vertex->dist = new_dist;
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