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Use custom AStar algorithm.
Remove print.
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e433a29005
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@ -447,7 +447,7 @@ namespace ai
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game::pathnode_t* pNodeTo = game::Path_NearestNodeNotCrossPlanes(-2, maxNodes, vGoalPos, nodes.get(), 192.0f, 0.0f, 0.0f, 0.0f, &returnCount, game::NEAREST_NODE_DO_HEIGHT_CHECK);
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if (!pNodeTo)
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{
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printf("Couldn't find the node to\n");
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//printf("Couldn't find the node to\n");
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}
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game::pathnode_t* pNodeFrom = game::Path_NearestNodeNotCrossPlanes(-2, maxNodes, vStartPos, nodes.get(), 192.0f, 0.0f, 0.0f, 0.0f, &returnCount, game::NEAREST_NODE_DO_HEIGHT_CHECK);
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if (pNodeTo && pNodeFrom)
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@ -611,7 +611,7 @@ namespace ai
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auto eTeam = game::team_map.at(team);
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auto success = game::Path_FindPath(path.get(), eTeam, start_pos, goal_pos, allow_negotiation_links);
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auto success = Path_FindPath_custom(path.get(), eTeam, start_pos, goal_pos, allow_negotiation_links);
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if (!success)
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{
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