// These 4 corner walls are handled in-engine in the original game. // This is my attempt to do the same thing in the scripts where possible, // and also by adding some fields to terrain data to make it clear where engine code is needed begindefineterrain 6; // nw wall te_icon_offset_y = -10; begindefineterrain 7; // ws wall te_which_icon = 1; te_icon_offset_x = -18; te_icon_offset_y = -12; te_stamp_icon = 0; te_stamp_icon_offset_x = 0; begindefineterrain 8; // se wall te_which_icon = 0; te_stamp_icon = 1; te_stamp_icon_offset_y = -1; begindefineterrain 9; // en wall te_which_icon = 0; te_icon_offset_x = 18; te_icon_offset_y = -12; te_stamp_icon = 1; // second set of walls begindefineterrain 38; import = 2; te_ed_which_icon = 50; begindefineterrain 39; import = 3; te_ed_which_icon = 51; begindefineterrain 40; import = 4; te_ed_which_icon = 52; begindefineterrain 41; import = 5; te_ed_which_icon = 53; begindefineterrain 42; import = 6; te_ed_which_icon = 54; begindefineterrain 43; import = 7; te_ed_which_icon = 55; begindefineterrain 44; import = 8; te_ed_which_icon = 56; begindefineterrain 45; import = 9; te_ed_which_icon = 57;