New l2j geoengine rework.
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		@@ -6,33 +6,44 @@
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# at different folder/harddrive ("C:/Program Files/Lineage II/system/geodata/"), default: ./data/geodata/
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GeoDataPath = ./data/geodata/
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# Specifies the geodata files type. Default: L2J
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# L2J: Using L2J geodata files (filename e.g. 22_16.l2j)
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# L2OFF: Using L2OFF geodata files (filename e.g. 22_16_conv.dat)
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GeoDataType = L2J
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# =================================================================
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#                           Path finding
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#                           Pathfinding
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# =================================================================
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# When line of movement check fails, the pathfinding algoritm is performed to look for
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# an alternative path (e.g. walk around obstacle), default: true
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PathFinding = true
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# an alternative path (e.g. walk around obstacle), default: True
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PathFinding = True
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# Pathfinding array buffers configuration, default: 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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PathFindBuffers = 100x6;128x6;192x6;256x4;320x4;384x4;500x2
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# Pathfinding array buffers configuration, default: 500x10;1000x10;3000x5;5000x3;10000x3
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PathFindBuffers = 500x10;1000x10;3000x5;5000x3;10000x3
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# Weight for nodes without obstacles far from walls
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LowWeight = 0.5
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# Movement weight, when moving from one to another axially and diagonally, default: 10 and 14
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MoveWeight = 10
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MoveWeightDiag = 14
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# Weight for nodes near walls
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MediumWeight = 2
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# When movement flags of target node is blocked to any direction, use this weight instead of MoveWeight or MoveWeightDiag.
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# This causes pathfinding algorithm to avoid path construction exactly near an obstacle, default: 30
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ObstacleWeight = 30
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# Weight for nodes with obstacles
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HighWeight = 3
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# Weight of the heuristic algorithm, which is giving estimated cost from node to target, default: 12 and 18
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# For proper function must be higher than MoveWeight.
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HeuristicWeight = 12
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HeuristicWeightDiag = 18
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# Weight for diagonal movement.
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# Default: LowWeight * sqrt(2) 
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DiagonalWeight = 0.707
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# Maximum number of generated nodes per one path-finding process, default 3500
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MaxIterations = 3500
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# =================================================================
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#                               Other
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#                           Line of Sight
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# =================================================================
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# Correct player Z after falling through the ground.
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CorrectPlayerZ = False
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# Line of sight start at X percent of the character height, default: 75
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PartOfCharacterHeight = 75
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# Maximum height of an obstacle, which can exceed the line of sight, default: 32
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MaxObstacleHeight = 32
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