#0 0x000000000040f302 in fpathAStarRoute (routeMode=, psRoutePoints=0xa61640, #1 0x000000000043772e in fpathGatewayRoute (psObj=0x5de8650, routeMode=1, GWTerrain=1, sx=12472, #2 0x00000000004390f6 in fpathRoute (psObj=0x5de8650, psMoveCntl=0x5de8908, tX=, #3 0x0000000000469347 in moveDroidToBase (psDroid=0x5de8650, x=11328, y=13632, bFormation=1) at move.c:385 380: fpathSetDirectRoute((BASE_OBJECT *)psDroid, (SDWORD)x, (SDWORD)y); 381: retVal = FPR_OK; 382: } 383: else 384: { 385: retVal = fpathRoute((BASE_OBJECT *)psDroid, &(psDroid->sMove), (SDWORD)x,(SDWORD)y); 386: } 387: #endif 388: // ---- 389: // ---- 390: #4 0x000000000046a6d3 in moveUpdateDroid (psDroid=0x5de8650) at move.c:3462 3457: } 3458: } 3459: 3460: break; 3461: case MOVEWAITROUTE: 3462: moveDroidTo(psDroid, psDroid->sMove.DestinationX,psDroid->sMove.DestinationY); 3463: fpathSetBlockingTile( psPropStats->propulsionType ); 3464: break; 3465: case MOVENAVIGATE: 3466: // Get the next control point 3467: if (!moveNextTarget(psDroid)) #5 0x000000000042fbfa in droidUpdate (psDroid=0x5de8650) at droid.c:1013 1008: 1009: // update the action of the droid 1010: actionUpdateDroid(psDroid); 1011: 1012: // update the move system 1013: moveUpdateDroid(psDroid); 1014: 1015: /* Only add smoke if they're visible */ 1016: if((psDroid->visible[selectedPlayer]) && psDroid->droidType != DROID_PERSON) 1017: { 1018: //percentDamage= PERCENT(psDroid->body,(asBodyStats + psDroid->asBits[COMP_BODY].nStat)->bodyPoints ); #6 0x000000000045ef14 in gameLoop () at loop.c:284 279: for(psCurr = apsDroidLists[i]; psCurr; psCurr = psNext) 280: { 281: /* Copy the next pointer - not 100% sure if the droid could get destroyed 282: but this covers us anyway */ 283: psNext = psCurr->psNext; 284: droidUpdate(psCurr); 285: 286: // update the droid counts 287: numDroids[i]++; 288: switch (psCurr->droidType) 289: { #7 0x000000000046070a in main (argc=3, argv=) at main.c:578 573: /*! 574: * Run the code inside the gameloop 575: */ 576: static void runGameLoop(void) 577: { 578: gameLoopStatus = gameLoop(); 579: switch (gameLoopStatus) 580: { 581: case GAMECODE_CONTINUE: 582: case GAMECODE_PLAYVIDEO: 583: break; #8 0x00002b209c3561c4 in __libc_start_main () from /lib/libc.so.6 #9 0x00000000004077d9 in _start ()