Fixed compilation with visual studio
Follow up to 0da7136. Fixes # 1254.
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@ -325,11 +325,6 @@ bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x
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return false; // easy path unsuccessful
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return false; // easy path unsuccessful
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} else { // !(flag&1)
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} else { // !(flag&1)
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// A* (A-star) pathfinding
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// We always use A* for finding walkpaths because it is what game client uses.
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// Easy pathfinding cuts corners of non-walkable cells, but client always walks around it.
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BHEAP_RESET(g_open_set);
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// FIXME: This array is too small to ensure all paths shorter than MAX_WALKPATH
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// FIXME: This array is too small to ensure all paths shorter than MAX_WALKPATH
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// can be found without node collision: calc_index(node1) = calc_index(node2).
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// can be found without node collision: calc_index(node1) = calc_index(node2).
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// Figure out more proper size or another way to keep track of known nodes.
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// Figure out more proper size or another way to keep track of known nodes.
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@ -340,6 +335,11 @@ bool path_search(struct walkpath_data *wpd, int16 m, int16 x0, int16 y0, int16 x
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int len = 0;
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int len = 0;
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int j;
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int j;
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// A* (A-star) pathfinding
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// We always use A* for finding walkpaths because it is what game client uses.
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// Easy pathfinding cuts corners of non-walkable cells, but client always walks around it.
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BHEAP_RESET(g_open_set);
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memset(tp, 0, sizeof(tp));
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memset(tp, 0, sizeof(tp));
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// Start node
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// Start node
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