Removed custom pathchecker entity since its not needed anymore
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@@ -1,5 +0,0 @@
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<entities anm2root="gfx/" version="5">
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<entity anm2path="eid_blank.anm2" baseHP="0" boss="0" champion="0" friction="1" id="17" name="EID_PATHCHECKER" shadowSize="0" stageHP="0" gridCollision="none" variant="3169" shutdoors="false">
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<gibs amount="0" blood="0" bone="0" eye="0" gut="0" large="0" />
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</entity>
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</entities>
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@@ -893,15 +893,8 @@ 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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-- 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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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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-- Spawn a Shopkeeper 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 = game:Spawn(17, 0, 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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local success = pathCheckerEntity:ToNPC().Pathfinder:HasPathToPos(entity.Position, false)
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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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pathsChecked[entity.InitSeed] = success
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@@ -1,39 +0,0 @@
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<AnimatedActor>
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<Info CreatedBy="Unknown" CreatedOn="27.05.2021 23:21:00" Version="24" Fps="30"/>
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<Content>
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<Spritesheets>
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<Spritesheet Path="eid_blank.png" Id="0"/>
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</Spritesheets>
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<Layers>
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<Layer Name="Main" Id="0" SpritesheetId="0"/>
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</Layers>
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<Nulls/>
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<Events/>
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</Content>
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<Animations DefaultAnimation="Blank">
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<Animation Name="Blank" FrameNum="1" Loop="true">
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<RootAnimation>
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<Frame XPosition="0" YPosition="0" XScale="100" YScale="100" Delay="1" Visible="true" RedTint="255" GreenTint="255" BlueTint="255" AlphaTint="255" RedOffset="0" GreenOffset="0" BlueOffset="0" Rotation="0" Interpolated="false"/>
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</RootAnimation>
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<LayerAnimations>
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<LayerAnimation LayerId="0" Visible="true">
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<Frame XPosition="0" YPosition="0" XPivot="0" YPivot="0" XCrop="20" YCrop="142" Width="18" Height="18" XScale="50" YScale="50" Delay="1" Visible="true" RedTint="255" GreenTint="255" BlueTint="255" AlphaTint="255" RedOffset="0" GreenOffset="0" BlueOffset="0" Rotation="0" Interpolated="false"/>
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</LayerAnimation>
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</LayerAnimations>
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<NullAnimations/>
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<Triggers/>
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</Animation>
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<Animation Name="" FrameNum="1" Loop="true">
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<RootAnimation>
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<Frame XPosition="0" YPosition="0" XScale="100" YScale="100" Delay="1" Visible="true" RedTint="255" GreenTint="255" BlueTint="255" AlphaTint="255" RedOffset="0" GreenOffset="0" BlueOffset="0" Rotation="0" Interpolated="false"/>
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</RootAnimation>
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<LayerAnimations>
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<LayerAnimation LayerId="0" Visible="true">
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<Frame XPosition="0" YPosition="0" XPivot="0" YPivot="0" XCrop="20" YCrop="142" Width="18" Height="18" XScale="50" YScale="50" Delay="1" Visible="true" RedTint="255" GreenTint="255" BlueTint="255" AlphaTint="255" RedOffset="0" GreenOffset="0" BlueOffset="0" Rotation="0" Interpolated="false"/>
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</LayerAnimation>
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</LayerAnimations>
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<NullAnimations/>
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<Triggers/>
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</Animation>
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</Animations>
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</AnimatedActor>
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