Okay, i had found, where problem was.
void PlayerActivate()
{
for first to last node
{
turn
move
}
beep
}
when i commented "turn" section of PlayerActivate() function, there is no more "crash in HighlightAvaivablePath()"... very nice
btw, "turn" section by itself:
vec_to_angle(temp_vec,vec_diff(NULL,ActiveChar.x,AstarPlayerClosestTarget.x));
diff = ang(ActiveChar.pan - temp_vec.x);
while ( abs(diff) > 15 )
{
vec_to_angle(temp_vec,vec_diff(NULL,ActiveChar.x,AstarPlayerClosestTarget.x));
diff = ang(ActiveChar.pan - temp_vec.x);
ActiveChar.pan -= sign(diff)*50*time_step;
HighlightPath(steps);
wait(1);
}