public bool RestartPathing(SmartEntity troopEntity, out bool found, bool ignoreWall) { ShooterComponent shooterComp = troopEntity.ShooterComp; IShooterVO shooterVO = shooterComp.ShooterVO; TroopComponent troopComp = troopEntity.TroopComp; TeamComponent teamComp = troopEntity.TeamComp; ITroopDeployableVO troopType = troopComp.TroopType; uint maxAttackRange = this.GetMaxAttackRange(troopEntity, shooterComp.Target); PathTroopParams troopParams = new PathTroopParams { TroopWidth = troopEntity.SizeComp.Width, DPS = shooterVO.DPS, MinRange = shooterVO.MinAttackRange, MaxRange = maxAttackRange, MaxSpeed = troopComp.SpeedVO.MaxSpeed, PathSearchWidth = troopType.PathSearchWidth, IsMelee = shooterComp.IsMelee, IsOverWall = shooterVO.OverWalls, IsHealer = troopType.IsHealer, SupportRange = troopType.SupportFollowDistance, ProjectileType = shooterVO.ProjectileType, CrushesWalls = troopType.CrushesWalls, IsTargetShield = GameUtils.IsEntityShieldGenerator(troopEntity.ShooterComp.Target), TargetInRangeModifier = troopType.TargetInRangeModifier }; PathBoardParams boardParams = new PathBoardParams { IgnoreWall = (teamComp.IsDefender() || ignoreWall), Destructible = teamComp.CanDestructBuildings() }; return(this.StartPathing(troopEntity, shooterComp.Target, troopEntity.TransformComp, true, out found, -1, troopParams, boardParams, true, false)); }