Removed custom pathchecker entity since its not needed anymore
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@@ -893,16 +893,9 @@ local function attemptPathfind(entity)
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-- Don't reattempt pathfinding more than 3 times a second, unless this is a new entity
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if pathsChecked[entity.InitSeed] == false and EID.GameUpdateCount - lastPathfindFrame < 10 then return false end
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-- Spawn a custom NPC entity to attempt a pathfind to the target pickup, then remove it afterwards
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pathCheckerEntity = game:Spawn(17, 3169, EID.player.Position, nullVector, EID.player, 0, 4354)
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pathCheckerEntity:ClearEntityFlags(EntityFlag.FLAG_APPEAR)
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-- Not sure how much of this flagging is needed now that the entity is immediately removed afterwards
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pathCheckerEntity:AddEntityFlags(EntityFlag.FLAG_PERSISTENT | EntityFlag.FLAG_NO_STATUS_EFFECTS | EntityFlag.FLAG_NO_SPRITE_UPDATE | EntityFlag.FLAG_HIDE_HP_BAR | EntityFlag.FLAG_NO_DEATH_TRIGGER | EntityFlag.FLAG_FRIENDLY)
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if REPENTANCE then pathCheckerEntity:AddEntityFlags(EntityFlag.FLAG_NO_QUERY) end -- can it even be queried in this brief time?
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pathCheckerEntity.EntityCollisionClass = EntityCollisionClass.ENTCOLL_NONE
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pathCheckerEntity.Visible = false -- it's invisible anyway?
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pathCheckerEntity.Position = EID.player.Position -- not needed, it spawned at our position?
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-- Spawn a Shopkeeper entity to attempt a pathfind to the target pickup, then remove it afterwards
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pathCheckerEntity = game:Spawn(17, 0, EID.player.Position, nullVector, EID.player, 0, 4354)
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local success = pathCheckerEntity:ToNPC().Pathfinder:HasPathToPos(entity.Position, false)
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pathsChecked[entity.InitSeed] = success
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pathCheckerEntity:Remove()
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