Move terrain blockage check into cTerrain class
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@@ -208,7 +208,7 @@ short sight_obscurity(short x,short y) {
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}
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short combat_obscurity(short x, short y) {
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if(blocksMove(univ.scenario.ter_types[coord_to_ter(x,y)].blockage)) return 5;
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if(univ.scenario.ter_types[coord_to_ter(x,y)].blocksMove()) return 5;
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if(is_lava(x,y)) return 5;
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return sight_obscurity(x,y);
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}
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@@ -440,7 +440,7 @@ bool outd_is_special(location to_check) {
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}
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bool impassable(ter_num_t terrain_to_check) {
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if(blocksMove(univ.scenario.ter_types[terrain_to_check].blockage))
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if(univ.scenario.ter_types[terrain_to_check].blocksMove())
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return true;
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else return false;
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}
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