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Fix a lag issue with auto walking
* Auto walking on unwalkable objects was still being processed by the findPath algorithm. Ed, if this algorithm shouldn't be causing lag spikes for the client, perhaps I should find the cause in findPath. For now this will fix the issue however.
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@@ -515,6 +515,7 @@ void Client::registerLuaFunctions()
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g_lua.bindClassMemberFunction<Tile>("hasCreature", &Tile::hasCreature);
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g_lua.bindClassMemberFunction<Tile>("isEmpty", &Tile::isEmpty);
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g_lua.bindClassMemberFunction<Tile>("isClickable", &Tile::isClickable);
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g_lua.bindClassMemberFunction<Tile>("isPathable", &Tile::isPathable);
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g_lua.bindClassMemberFunction<Tile>("overwriteMinimapColor", &Tile::overwriteMinimapColor);
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g_lua.registerClass<UIItem, UIWidget>();
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