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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+10
-10
@@ -27,7 +27,7 @@
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#define AFRAME_TILE 0x00002000
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#define HIDDEN_TILE 0x00004000
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#define CLIFFHANG_TILE 0x00008000
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#define UNDERFLOW_FILLER 0x00010000
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#define UNDERFLOW_FILLER 0x00010000
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#define Z_AWARE_DYNAMIC_TILE 0x00020000
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@@ -35,8 +35,8 @@
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#define WALL_HEIGHT 50
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//Kris: Added the last two bottom corner orientation values. This won't effect
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//current code, but there is new code that makes use of this. A function called
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//Kris: Added the last two bottom corner orientation values. This won't effect
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//current code, but there is new code that makes use of this. A function called
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//UINT8 CalculateWallOrientationsAtGridNo( INT32 iMapIndex ) that will look at all
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//of the walls and return the last two wall orientations for tiles with two proper
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//wall pieces.
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@@ -71,7 +71,7 @@ typedef struct
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{
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HVOBJECT vo;
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UINT32 fType;
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AuxObjectData * pAuxData;
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AuxObjectData * pAuxData;
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RelTileLoc * pTileLocData;
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STRUCTURE_FILE_REF * pStructureFileRef;
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UINT8 ubTerrainID;
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@@ -113,12 +113,12 @@ typedef struct
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// Land and overlay type
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// struct
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// {
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INT16 sOffsetHeight;
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UINT16 usWallOrientation;
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UINT8 ubFullTile;
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INT16 sOffsetHeight;
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UINT16 usWallOrientation;
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UINT8 ubFullTile;
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// For animated tiles
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TILE_ANIMATION_DATA *pAnimData;
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// For animated tiles
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TILE_ANIMATION_DATA *pAnimData;
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// };
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// };
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@@ -171,7 +171,7 @@ UINT8 GetLandLevelDepth( UINT32 iMapIndex );
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BOOLEAN SetLandIndexWithRadius( INT32 iMapIndex, UINT16 usIndex, UINT32 uiNewType, UINT8 ubRadius, BOOLEAN fReplace );
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BOOLEAN LandTypeHeigher( UINT32 uiDestType, UINT32 uiSrcType );
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BOOLEAN LandTypeHeigher( UINT32 uiDestType, UINT32 uiSrcType );
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BOOLEAN MoveLandIndexToTop( UINT32 iMapIndex, UINT16 usIndex );
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