start fixing corner walls
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66
projects/iso-rpg-engine/assets/bladesmoddata.txt
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66
projects/iso-rpg-engine/assets/bladesmoddata.txt
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// These 4 corner walls are handled in-engine in the original game.
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// This is my attempt to do the same thing in the scripts where possible,
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// and also by adding some fields to terrain data to make it clear where engine code is needed
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begindefineterrain 6; // nw wall
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te_icon_offset_y = -10;
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begindefineterrain 7; // ws wall
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te_which_icon = 0;
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te_ed_which_icon = 5;
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te_cutaway_which_sheet = -1;
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te_full_move_block = 0;
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te_full_look_block = 0;
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te_blocks_view_n = 0;
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te_move_block_s = 1;
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te_look_block_s = 1;
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te_blocks_view_s = 1;
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te_move_block_w = 1;
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te_look_block_w = 1;
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te_blocks_view_w = 1;
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begindefineterrain 8; // se wall
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te_ed_which_icon = 6;
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te_full_move_block = 0;
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te_full_look_block = 0;
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te_blocks_view_w = 0;
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te_move_block_s = 1;
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te_look_block_s = 1;
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te_blocks_view_s = 1;
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te_move_block_e = 1;
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te_look_block_e = 1;
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te_blocks_view_e = 1;
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begindefineterrain 9; // en wall
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te_ed_which_icon = 7;
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te_full_move_block = 0;
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te_full_look_block = 0;
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te_blocks_view_s = 0;
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te_move_block_n = 1;
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te_look_block_n = 1;
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te_blocks_view_n = 1;
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te_move_block_e = 1;
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te_look_block_e = 1;
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te_blocks_view_e = 1;
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// second set of walls
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begindefineterrain 38;
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import = 2;
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te_ed_which_icon = 50;
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begindefineterrain 39;
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import = 3;
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te_ed_which_icon = 51;
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begindefineterrain 40;
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import = 4;
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te_ed_which_icon = 52;
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begindefineterrain 41;
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import = 5;
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te_ed_which_icon = 53;
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begindefineterrain 42;
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import = 6;
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te_ed_which_icon = 54;
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begindefineterrain 43;
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import = 7;
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te_ed_which_icon = 55;
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begindefineterrain 44;
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import = 8;
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te_ed_which_icon = 56;
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begindefineterrain 45;
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import = 9;
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te_ed_which_icon = 57;
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