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One thing I noticed (probably the better choice from a performance perspective) is that it's summoning a nearby guard based on as-the-crow-flies proximity rather than based on pathfinding distance. I had a few times where a CCTV peeked over a wall to see misconduct at the end of a long pod and the guard had to walk the entire length to the other end, go in the only door, and walk all the way back.
Will look into it, it is not quite that simple
Can you check exactly what those other guards are doing? If they are attending to jobs, on break or even corrupt they will not be dispatched.
There is an exception for this: Gang Members will always be dispatched with the whole set of guards, armed guards, dog handlers regardless of category.
(Other than that based on current category which the player can change.)
(And for criminally insane orderlies are tried first, but other guard types can also be sent.)
The reasoning is in the case of a prison-wide riot to mitigate armed guards being accidentally dispatched to min sec when max sec would need it more. That's because guards are indeed dispatched on an "as the crow flies proximity" as you called it rather than pathfinding distance (which I am not even sure can be calculated in the context of this game).
I dont test for 2018 edition.
I might be willing to make ports to 2018 edition if enough people showed active interest in them.