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-861f7616d084
master
Per Inge Mathisen 2008-08-03 20:04:29 +00:00
parent 38c54928d3
commit af224be8bc
1 changed files with 2 additions and 2 deletions

View File

@ -523,8 +523,8 @@ FPATH_RETVAL fpathDroidRoute(DROID* psDroid, SDWORD tX, SDWORD tY)
for (dir = 0; dir < NUM_DIR; dir++) for (dir = 0; dir < NUM_DIR; dir++)
{ {
int x = map_coord(tX) + aDirOffset[dir].x; int x = map_coord(psDroid->pos.x) + aDirOffset[dir].x;
int y = map_coord(tY) + aDirOffset[dir].y; int y = map_coord(psDroid->pos.y) + aDirOffset[dir].y;
if (!fpathBlockingTile(x, y, psPropStats->propulsionType)) if (!fpathBlockingTile(x, y, psPropStats->propulsionType))
{ {