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@rftrdev rftrdev commented Jan 27, 2023

Also get rid of a bit of copy-paste code

@rftrdev rftrdev requested a review from Asdow January 27, 2023 08:11
@rftrdev rftrdev linked an issue Jan 27, 2023 that may be closed by this pull request
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@majcosta majcosta left a comment

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nice

fNonFenceJumper = !( IS_MERC_BODY_TYPE( s ) ) || (UsingNewInventorySystem() == true && s->inv[BPACKPOCKPOS].exists() == true
&& ((gGameExternalOptions.sBackpackWeightToClimb == -1) || (INT16)s->inv[BPACKPOCKPOS].GetWeightOfObjectInStack() + Item[s->inv[BPACKPOCKPOS].usItem].sBackpackWeightModifier > gGameExternalOptions.sBackpackWeightToClimb)
&& ((gGameExternalOptions.fUseGlobalBackpackSettings == TRUE) || (Item[s->inv[BPACKPOCKPOS].usItem].fAllowClimbing == FALSE)));//Moa: added backpack check
fNonFenceJumper = !( IS_MERC_BODY_TYPE( s ) ) || (!s->CanClimbWithCurrentBackpack());//Moa: added backpack check
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@majcosta majcosta Jan 27, 2023

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maybe change to isFenceJumper = IS_MERC_BODY_TYPE( s ) && s->CanClimbWithCurrentBackpack();? naming a variable for a negation seems like twice the cognitive load.

edit: out of scope, obvs

@rftrdev rftrdev merged commit b5ec955 into 1dot13:master Jan 28, 2023
@rftrdev rftrdev deleted the backpack-fix branch January 28, 2023 01:56
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AI pathing doesn't handle rooftops properly when wearing backpack

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