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Feb 8th, 2018
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  1. var enemX, enemY, dirNodes, rangeList;
  2. var eNode, nNode, wNode, sNode;
  3. var gridDist = (GRID_SIZE*2), gridBack = GRID_SIZE;//Change gridDist to variable found at attack selection
  4. var gridCounter = 1;//make gridCounter equal to (gridDist equals/64)-1
  5.  
  6. enemX = enemy_target.x;
  7. enemY = enemy_target.y;
  8.  
  9.  
  10.  
  11.  
  12. for(var _l = 0 ; _l < gridCounter; _l += 1)
  13. {
  14. dirNodes[0, 0] = (enemX + gridDist) - (gridBack*_l);//East X
  15. dirNodes[0, 1] = enemY;//East Y
  16. dirNodes[1, 0] = enemX; //North X
  17. dirNodes[1, 1] = (enemY - gridDist) + (gridBack*_l);//NorthY
  18. dirNodes[2, 0] = (enemX - gridDist) + (gridBack*_l); //West X
  19. dirNodes[2, 1] = enemY; //West Y
  20. dirNodes[3, 0] = enemX; //South X
  21. dirNodes[3, 1] = (enemY + gridDist) - (gridBack*_l); //South Y
  22.  
  23. if (point_distance(dirNodes[0, 0], dirNodes[0, 1], self.x, self.y) <= 0)
  24. or (point_distance(dirNodes[1, 0], dirNodes[1, 1], self.x, self.y) <= 0)
  25. or (point_distance(dirNodes[2, 0], dirNodes[2, 1], self.x, self.y) <= 0)
  26. or (point_distance(dirNodes[3, 0], dirNodes[3, 1], self.x, self.y) <= 0){
  27. path_end();
  28. }
  29.  
  30. }
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