cleanup: Fixes bugs and cleans up code (#660)

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Kamron Batman 2021-07-19 20:49:59 -07:00 committed by GitHub
parent 1de0b656a9
commit 679e8100f4
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GPG key ID: 4AEE18F83AFDEB23
99 changed files with 160 additions and 346 deletions

View file

@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using System.Linq;
using Server.Items;
@ -212,8 +211,8 @@ namespace Server.Movement
var tiles = map.Tiles.GetStaticTiles(x, y, true);
var landTile = map.Tiles.GetLandTile(x, y);
var landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue];
var landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
var considerLand = !landTile.Ignored;
var landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
if (landBlocks && canSwim && (landData.Flags & TileFlag.Wet) != 0)
{
@ -224,9 +223,7 @@ namespace Server.Movement
landBlocks = true;
}
int landZ = 0, landCenter = 0, landTop = 0;
map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop);
map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
var moveIsOk = false;
@ -490,9 +487,7 @@ namespace Server.Movement
landBlocks = true;
}
int landZ = 0, landCenter = 0, landTop = 0;
map.GetAverageZ(xCheck, yCheck, ref landZ, ref landCenter, ref landTop);
map.GetAverageZ(xCheck, yCheck, out var landZ, out var landCenter, out var landTop);
var considerLand = !landTile.Ignored;

View file

@ -1,4 +1,3 @@
using System;
using System.Collections.Generic;
using Server.Items;
using Server.Mobiles;
@ -429,9 +428,7 @@ namespace Server.Movement
var considerLand = !landTile.Ignored;
int landZ = 0, landCenter = 0, landTop = 0;
map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop);
map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
var moveIsOk = false;
@ -630,14 +627,13 @@ namespace Server.Movement
int xCheck = loc.X, yCheck = loc.Y;
var landTile = map.Tiles.GetLandTile(xCheck, yCheck);
int landZ = 0, landCenter = 0, landTop = 0;
var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
var impassable = (flags & TileFlag.Impassable) != 0;
// Impassable + swim on water is ok, otherwise block if cannot walk or impassable
var landBlocks = (m.CantWalk || impassable) && !(impassable && m.CanSwim && (flags & TileFlag.Wet) != 0);
map.GetAverageZ(xCheck, yCheck, ref landZ, ref landCenter, ref landTop);
map.GetAverageZ(xCheck, yCheck, out var landZ, out var landCenter, out var landTop);
var considerLand = !landTile.Ignored;