#not sure why this crashes
1 messages · Page 1 of 1 (latest)
warning: probably ugly code
[10:58 PM]
basically it's just meant to check all the tiles leading towards mousepos, and exit once it finds a tile that isn't clear.
this is meant to be a workaround to how it stops pathfinding if it accidentally selects a tile inside a closed room
[10:59 PM]
oh and halfofmax is initially set to 16