public void findPath(int[] pathInfo)
    {
    //Initialize 
        this.x = pathInfo[0];
        this.y = pathInfo[1];
        this.mov = pathInfo[2];
        this.team = pathInfo[5];
        
        int dat[];
        Queue<int[]> check = new LinkedList<>();
        
    //Reset everything
        clearPaths();
        for(int i = 0; i < Game.map.width; i++) {
            for(int j = 0; j < Game.map.height; j++) {
                movement[i][j] = 0;
            }
        }
        
    //Finds all possible movement tiles
        //Initial add of four surrounding tiles
        check.add(new int[]{x - 1, y, 0});
        check.add(new int[]{x, y - 1, 0});
        check.add(new int[]{x + 1, y, 0});
        check.add(new int[]{x, y + 1, 0});
        
        //while queue still has tiles to check
        while(check.peek() != null)
        {
            dat = check.remove();
            if(dat[2] < mov)
            {
                if(moveable(dat[0], dat[1])) //Adds to path if unit can move to tile
                {
                    movement[dat[0]][dat[1]] = ++dat[2];
                    //Adds four surrounding tiles of previously added tile
                    check.add(new int[]{dat[0] - 1, dat[1], dat[2]});
                    check.add(new int[]{dat[0], dat[1] - 1, dat[2]});
                    check.add(new int[]{dat[0] + 1, dat[1], dat[2]});
                    check.add(new int[]{dat[0], dat[1] + 1, dat[2]});
                    pathList.add(dat);
                }
            }
        }
        
    //Loops through all possible movement tiles and adds all possible attack tiles
        movement[x][y] = 99; //Sets unit location to 99 to prevent use
        
        //Check from starting tile
        addAttack(x, y, pathInfo[3], pathInfo[4]);
        //Check using all possible movement tiles
        for(int[] k : pathList) {
            if(Game.map.getUnit(k[0], k[1]) == null) {
                addAttack(k[0], k[1], pathInfo[3], pathInfo[4]);
            }
        }
        
        walkList.add(new int[]{x, y});
    }