diff --git a/src/pathfinder/npf/npf.cpp b/src/pathfinder/npf/npf.cpp --- a/src/pathfinder/npf/npf.cpp +++ b/src/pathfinder/npf/npf.cpp @@ -314,7 +314,6 @@ static Vehicle *CountShipProc(Vehicle *v static int32 NPFWaterPathCost(AyStar *as, AyStarNode *current, OpenListNode *parent) { - /* TileIndex tile = current->tile; */ int32 cost = 0; Trackdir trackdir = current->direction; @@ -1114,7 +1113,6 @@ void InitializeNPF() } _npf_aystar.loops_per_tick = 0; _npf_aystar.max_path_cost = 0; - //_npf_aystar.max_search_nodes = 0; /* We will limit the number of nodes for now, until we have a better * solution to really fix performance */ _npf_aystar.max_search_nodes = _settings_game.pf.npf.npf_max_search_nodes;