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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-17 00:02:23 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-03-17 00:02:23 +0100
commit452dc7f163749de0b5d698af2f022ca22c1aabb0 (patch)
tree5a84201f77bb71bc2ee2e1a4adb37220756d32b1 /src/map.h
parent6846acdcf0159423c188b56fc4a5f4c19f123eb7 (diff)
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Now the client centers the pixel positions when using tA.
I made it so that the behaviour can be changed with only a boolean setting in the playerhandler.
Diffstat (limited to 'src/map.h')
-rw-r--r--src/map.h8
1 files changed, 8 insertions, 0 deletions
diff --git a/src/map.h b/src/map.h
index 22ca68c4..fae8af50 100644
--- a/src/map.h
+++ b/src/map.h
@@ -287,6 +287,14 @@ class Map : public Properties
/**
* Find a pixel path from one location to the next.
+ * Path node are centered on their corresponding tiles in that case.
+ */
+ Path findTilePath(int startPixelX, int startPixelY, int endPixelX,
+ int endPixelY, unsigned char walkMask,
+ int maxCost = 20);
+
+ /**
+ * Find a pixel path from one location to the next.
*/
Path findPixelPath(int startPixelX, int startPixelY,
int destPixelX, int destPixelY,