Pathfinding now works exactly as on the client
- This should solve most of the position lag problems, especially ones that caused monsters to suddenly appear next to you (happened especially often when using icewall)
- Added a new heap implementation to db.h (POP2, PUSH2, SIFTUP, SIFTDOWN, UPDATE) that simulates the heap that the client uses, there was no other way to reproduce 100% exact behavior
- I recommend using the old heap implementation for everything else
- Updated path.c to use the new heap macros and also fixed the order in which the different possible directions are pushed into heap
- Special thanks to rversteegen for helping me with various tests and the heap implementation
- Special thanks to ultramage for providing info that helped us narrowing down the possible variables