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Fixed dead enemies after autoresolve sometimes being placed on non-walkable grids which, if they dropped any items, made such items inaccessible as well.
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9305 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -1277,7 +1277,15 @@ INT16 MapY( INT32 sGridNo )
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return( sYPos );
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}
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bool GridNoOnWalkableWorldTile(INT32 sGridNo)
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{
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MAP_ELEMENT *pMapElement = &(gpWorldLevelData[sGridNo]);
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//Shadooow: as far as I know, Drassen Mine (tileset id 23) is the only map where the base land height isn't 0
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//if there are more, add them into this hardcoded check
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UINT8 sDefaultTilesetLandHeight = giCurrentTilesetID == 23 ? 80 : 0;
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//ScreenMsg(FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"GridNoOnWalkableWorldTile, tileset id: %i, gridno height level: %i", giCurrentTilesetID, pMapElement->sHeight);
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return pMapElement->sHeight == sDefaultTilesetLandHeight;
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}
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BOOLEAN GridNoOnVisibleWorldTile( INT32 sGridNo )
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{
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@@ -1296,7 +1304,7 @@ BOOLEAN GridNoOnVisibleWorldTile( INT32 sGridNo )
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if ( sWorldX >= 30 && sWorldX <= (gsTRX - gsTLX - 30) && sWorldY >= 20 && sWorldY <= (gsBLY - gsTLY - 10) )
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#endif
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{
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return( TRUE );
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return GridNoOnWalkableWorldTile(sGridNo);
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}
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return( FALSE );
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