When iterating over neighbouring start tiles for a path, do not iterate from the end
position of the path. Fixes bug in new multi-threaded path finding code. git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5766 4a71c877-e1ca-e34f-864e-861f7616d084master
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38c54928d3
commit
af224be8bc
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@ -523,8 +523,8 @@ FPATH_RETVAL fpathDroidRoute(DROID* psDroid, SDWORD tX, SDWORD tY)
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for (dir = 0; dir < NUM_DIR; dir++)
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for (dir = 0; dir < NUM_DIR; dir++)
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{
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{
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int x = map_coord(tX) + aDirOffset[dir].x;
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int x = map_coord(psDroid->pos.x) + aDirOffset[dir].x;
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int y = map_coord(tY) + aDirOffset[dir].y;
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int y = map_coord(psDroid->pos.y) + aDirOffset[dir].y;
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if (!fpathBlockingTile(x, y, psPropStats->propulsionType))
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if (!fpathBlockingTile(x, y, psPropStats->propulsionType))
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{
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{
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