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Fixed problems with enemy rooftop climbing (by sevenfm)
- Also updated "Water", "DeepWater" and "WaterTooDeepForAttacks" methods: Added bLevel parameter (by sevenfm) - see: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=22966&start=0& git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8110 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+17
-5
@@ -3717,15 +3717,21 @@ UINT8 GetTerrainType( INT32 sGridNo )
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*/
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}
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BOOLEAN Water( INT32 sGridNo )
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BOOLEAN Water( INT32 sGridNo, BOOLEAN bLevel )
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{
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MAP_ELEMENT * pMapElement;
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if( TileIsOutOfBounds( sGridNo ) )
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{
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return( FALSE );
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}
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// sevenfm: check bridge
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if( bLevel )
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{
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return FALSE;
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}
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pMapElement = &(gpWorldLevelData[sGridNo]);
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if ( TERRAIN_IS_WATER( pMapElement->ubTerrainID) )
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{
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@@ -3738,7 +3744,7 @@ BOOLEAN Water( INT32 sGridNo )
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}
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}
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BOOLEAN DeepWater( INT32 sGridNo )
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BOOLEAN DeepWater( INT32 sGridNo, BOOLEAN bLevel )
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{
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MAP_ELEMENT * pMapElement;
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@@ -3747,6 +3753,12 @@ BOOLEAN DeepWater( INT32 sGridNo )
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return( FALSE );
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}
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// sevenfm: check bridge
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if( bLevel )
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{
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return FALSE;
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}
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pMapElement = &(gpWorldLevelData[sGridNo]);
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if (TERRAIN_IS_DEEP_WATER( pMapElement->ubTerrainID) )
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@@ -3760,9 +3772,9 @@ BOOLEAN DeepWater( INT32 sGridNo )
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}
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}
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BOOLEAN WaterTooDeepForAttacks( INT32 sGridNo )
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BOOLEAN WaterTooDeepForAttacks( INT32 sGridNo, BOOLEAN bLevel )
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{
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return( DeepWater( sGridNo ) );
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return( DeepWater( sGridNo, bLevel ) );
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}
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void SetStructAframeFlags( INT32 iMapIndex, UINT32 uiFlags )
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