Deleted cPath::BlockTypeIsFence
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@ -481,13 +481,20 @@ inline bool IsBlockFence(BLOCKTYPE a_BlockType)
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{
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{
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switch (a_BlockType)
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switch (a_BlockType)
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{
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{
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case E_BLOCK_FENCE:
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case E_BLOCK_ACACIA_FENCE:
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case E_BLOCK_OAK_FENCE_GATE:
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case E_BLOCK_ACACIA_FENCE_GATE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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case E_BLOCK_BIRCH_FENCE:
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case E_BLOCK_BIRCH_FENCE_GATE:
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case E_BLOCK_COBBLESTONE_WALL:
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case E_BLOCK_COBBLESTONE_WALL:
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case E_BLOCK_DARK_OAK_FENCE:
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case E_BLOCK_DARK_OAK_FENCE:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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case E_BLOCK_FENCE:
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case E_BLOCK_JUNGLE_FENCE:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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case E_BLOCK_OAK_FENCE_GATE:
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case E_BLOCK_SPRUCE_FENCE:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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case E_BLOCK_ACACIA_FENCE:
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{
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{
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return true;
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return true;
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}
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}
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@ -508,7 +508,7 @@ void cPath::FillCellAttributes(cPathCell & a_Cell)
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a_Cell.m_IsSpecial = true;
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a_Cell.m_IsSpecial = true;
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a_Cell.m_IsSolid = true; // Specials are solids only from a certain direction. But their m_IsSolid is always true
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a_Cell.m_IsSolid = true; // Specials are solids only from a certain direction. But their m_IsSolid is always true
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}
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}
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else if ((a_Cell.m_BlockType == E_BLOCK_AIR) && BlockTypeIsFence(GetCell(Location + Vector3i(0, -1, 0))->m_BlockType))
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else if ((a_Cell.m_BlockType == E_BLOCK_AIR) && IsBlockFence(GetCell(Location + Vector3i(0, -1, 0))->m_BlockType))
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{
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{
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// Air blocks with fences below them are consider Special Solids. That is, they sometimes behave as solids.
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// Air blocks with fences below them are consider Special Solids. That is, they sometimes behave as solids.
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a_Cell.m_IsSpecial = true;
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a_Cell.m_IsSpecial = true;
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@ -597,7 +597,7 @@ bool cPath::BodyFitsIn(const Vector3i & a_Location, const Vector3i & a_Source)
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bool cPath::BlockTypeIsSpecial(BLOCKTYPE a_Type)
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bool cPath::BlockTypeIsSpecial(BLOCKTYPE a_Type)
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{
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{
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if (BlockTypeIsFence(a_Type))
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if (IsBlockFence(a_Type))
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{
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{
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return true;
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return true;
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}
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}
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@ -619,33 +619,6 @@ bool cPath::BlockTypeIsSpecial(BLOCKTYPE a_Type)
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}
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}
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}
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}
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bool cPath::BlockTypeIsFence(BLOCKTYPE a_Type)
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{
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switch (a_Type)
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{
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case E_BLOCK_COBBLESTONE_WALL:
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case E_BLOCK_FENCE:
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case E_BLOCK_OAK_FENCE_GATE:
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case E_BLOCK_NETHER_BRICK_FENCE:
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case E_BLOCK_SPRUCE_FENCE_GATE:
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case E_BLOCK_BIRCH_FENCE_GATE:
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case E_BLOCK_JUNGLE_FENCE_GATE:
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case E_BLOCK_DARK_OAK_FENCE_GATE:
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case E_BLOCK_ACACIA_FENCE_GATE:
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case E_BLOCK_SPRUCE_FENCE:
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case E_BLOCK_BIRCH_FENCE:
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case E_BLOCK_JUNGLE_FENCE:
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case E_BLOCK_DARK_OAK_FENCE:
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case E_BLOCK_ACACIA_FENCE:
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{
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return true;
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}
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default:
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{
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return false;
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}
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}
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}
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@ -197,7 +197,6 @@ private:
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bool IsWalkable(const Vector3i & a_Location, const Vector3i & a_Source);
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bool IsWalkable(const Vector3i & a_Location, const Vector3i & a_Source);
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bool BodyFitsIn(const Vector3i & a_Location, const Vector3i & a_Source);
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bool BodyFitsIn(const Vector3i & a_Location, const Vector3i & a_Source);
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bool BlockTypeIsSpecial(BLOCKTYPE a_Type);
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bool BlockTypeIsSpecial(BLOCKTYPE a_Type);
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bool BlockTypeIsFence(BLOCKTYPE a_Type); // TODO Perhaps this should be moved to cBlockInfo
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bool SpecialIsSolidFromThisDirection(BLOCKTYPE a_Type, NIBBLETYPE a_Meta, const Vector3i & a_Direction);
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bool SpecialIsSolidFromThisDirection(BLOCKTYPE a_Type, NIBBLETYPE a_Meta, const Vector3i & a_Direction);
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bool HasSolidBelow(const Vector3i & a_Location);
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bool HasSolidBelow(const Vector3i & a_Location);
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#ifdef COMPILING_PATHFIND_DEBUGGER
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#ifdef COMPILING_PATHFIND_DEBUGGER
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