Pathfinder now correctly paths to the closest accessible tile of an object, not the closest tile numerically. This should fix instances where you end up running around an object before interacting with it.
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@@ -207,7 +207,7 @@ object InteractionListeners {
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val flag = when(type){
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3 -> DestinationFlag.ITEM
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2 -> DestinationFlag.ENTITY
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1 -> DestinationFlag.OBJECT
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1 -> null
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else -> DestinationFlag.OBJECT
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}
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@@ -149,6 +149,13 @@ object ManagementEvents {
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}
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is FriendUpdate -> {
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val remove = event.type == FriendUpdate.Type.REMOVE
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val f = Repository.getPlayerByName(event.friend)
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val p = Repository.getPlayerByName(event.username)
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val world = if (f != null) GameWorld.settings!!.worldId else 0
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}
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is PrivateMessage -> {
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val sender = Repository.getPlayerByName(event.sender)
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val receiver = Repository.getPlayerByName(event.receiver)
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