public void CreatePatrolArea(LogicGameObject patrolPost, LogicLevel level, bool unk, int idx) { LogicArrayList <LogicVector2> wayPoints = new LogicArrayList <LogicVector2>(8); if (this.m_patrolPost == null) { this.m_patrolPost = patrolPost; } int startX = 0; int startY = 0; int endX = 0; int endY = 0; int midX = 0; int midY = 0; int width = 0; int height = 0; int radius = 0; if (patrolPost != null) { startX = patrolPost.GetX() - 128; startY = patrolPost.GetY() - 128; endX = patrolPost.GetX() + (patrolPost.GetWidthInTiles() << 9) + 128; endY = patrolPost.GetY() + (patrolPost.GetHeightInTiles() << 9) + 128; midX = patrolPost.GetMidX(); midY = patrolPost.GetMidY(); width = patrolPost.GetWidthInTiles() << 8; height = patrolPost.GetHeightInTiles() << 8; radius = 1536; } if (radius * radius >= (uint)(width * width + height * height)) { LogicVector2 tmp1 = new LogicVector2(); LogicVector2 tmp2 = new LogicVector2(); LogicVector2 tmp3 = new LogicVector2(); LogicVector2 tmp4 = new LogicVector2(); tmp2.Set(midX, midY); int rnd = patrolPost.GetLevel().GetLogicTime().GetTick() + idx; midX = midX + 127 * rnd % 1024 - 512; midY = midY + 271 * rnd % 1024 - 512; for (int i = 0, j = 45; i < 4; i++, j += 90) { tmp1.Set(midX + LogicMath.Cos(j, radius), midY + LogicMath.Sin(j, radius)); LogicHeroBaseComponent.FindPoint(patrolPost.GetLevel().GetTileMap(), tmp3, tmp2, tmp1, tmp4); wayPoints.Add(new LogicVector2(tmp4.m_x, tmp4.m_y)); } tmp1.Destruct(); tmp2.Destruct(); tmp3.Destruct(); tmp4.Destruct(); } else { wayPoints.Add(new LogicVector2(endX, endY)); wayPoints.Add(new LogicVector2(startX, endY)); wayPoints.Add(new LogicVector2(startX, startY)); wayPoints.Add(new LogicVector2(endX, startY)); } this.ClearPatrolArea(); this.m_wayPoints = wayPoints; this.m_patrolAreaCounter = 0; if (this.m_wayPoints.Size() > 1) { int closestLength = 0x7FFFFFFF; for (int i = 1, size = this.m_wayPoints.Size(); i < size; i++) { LogicVector2 wayPoint = this.m_wayPoints[i]; int length = (wayPoint.m_x - (this.m_position.m_x >> 16)) * (wayPoint.m_x - (this.m_position.m_x >> 16)) + (wayPoint.m_y - (this.m_position.m_y >> 16)) * (wayPoint.m_y - (this.m_position.m_y >> 16)); if (length < closestLength) { this.m_patrolAreaCounter = i; closestLength = length; } } } this.MoveTo(this.m_wayPoints[this.m_patrolAreaCounter].m_x, this.m_wayPoints[this.m_patrolAreaCounter].m_y, level.GetTileMap(), true); }