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-rw-r--r--ai_pathfinder.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/ai_pathfinder.c b/ai_pathfinder.c
index abde1e772..2fd8f574b 100644
--- a/ai_pathfinder.c
+++ b/ai_pathfinder.c
@@ -175,8 +175,8 @@ static void AyStar_AiPathFinder_GetNeighbours(AyStar *aystar, OpenListNode *curr
// Go through all surrounding tiles and check if they are within the limits
for (i=0;i<4;i++) {
- if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < TILE_X_MAX - 1 &&
- GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < TILE_Y_MAX - 1) {
+ if (GET_TILE_X(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_X(_tiles_around[i] + current->path.node.tile) < MapMaxX() - 1 &&
+ GET_TILE_Y(_tiles_around[i] + current->path.node.tile) > 1 && GET_TILE_Y(_tiles_around[i] + current->path.node.tile) < MapMaxY() - 1) {
// We also directly test if the current tile can connect to this tile..
// We do this simply by just building the tile!