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Keep the path solve's target room check on 1.14d - #245
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D2Common_10142 only checks tPathInfo.pTargetRoom under D2_VERSION_113C, so a 1.14d build solves toward a target subtile that is in no active room, where the game gives up. 1.14d PATH_CalculatePath (Game.exe.0x649970) fails when either room is missing, before the in-area / bAllowInTown test: start room at 0x649ACA/0x649AD1, target room at 0x649AD7/0x649AD9. 1.10f does not have the check (D2Common.0x6FDA8600 only asserts the start room and tolerates a NULL target room), so it stays gated. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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D2Common_10142(the path solve) only checkstPathInfo.pTargetRoomunderD2_VERSION_113C. A 1.14d build therefore goes on solving toward a target subtile that lies in no active room, where the game gives up.1.14d
PATH_CalculatePath(Game.exe0x649970) fails when either room is missing, before thePATH_IsTargetDestinationAllowed/bAllowInTowntest:1.10f
1.10f does not have the check, which is why it stays version-gated.
D2Common.0x6FDA8600(#10142) only asserts the start room (tPathInfo.hRoomStart). It accepts a NULL target room and, for the in-town test, falls back to the room halfway between start and target:Change
Keep the check for
D2_VERSION_113Cand for 1.14 or later:#if defined(D2_VERSION_113C) || (D2_VERSION_MAJOR >= 1 && D2_VERSION_MINOR >= 14)This uses the same
D2_VERSION_MAJOR/D2_VERSION_MINORtest as MOO's other version gates. I have not checked 1.11 / 1.12 / 1.13d, so they keep the current behaviour.🤖 Generated with Claude Code