cleanup: Fixes bugs and cleans up code (#660)
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1de0b656a9
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99 changed files with 160 additions and 346 deletions
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@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Server.Items;
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@ -212,8 +211,8 @@ namespace Server.Movement
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var tiles = map.Tiles.GetStaticTiles(x, y, true);
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var landTile = map.Tiles.GetLandTile(x, y);
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var landData = TileData.LandTable[landTile.ID & TileData.MaxLandValue];
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var landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
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var considerLand = !landTile.Ignored;
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var landBlocks = (landData.Flags & TileFlag.Impassable) != 0;
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if (landBlocks && canSwim && (landData.Flags & TileFlag.Wet) != 0)
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{
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@ -224,9 +223,7 @@ namespace Server.Movement
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landBlocks = true;
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}
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int landZ = 0, landCenter = 0, landTop = 0;
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map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop);
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
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var moveIsOk = false;
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@ -490,9 +487,7 @@ namespace Server.Movement
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landBlocks = true;
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}
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int landZ = 0, landCenter = 0, landTop = 0;
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map.GetAverageZ(xCheck, yCheck, ref landZ, ref landCenter, ref landTop);
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map.GetAverageZ(xCheck, yCheck, out var landZ, out var landCenter, out var landTop);
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var considerLand = !landTile.Ignored;
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@ -1,4 +1,3 @@
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using System;
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using System.Collections.Generic;
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using Server.Items;
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using Server.Mobiles;
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@ -429,9 +428,7 @@ namespace Server.Movement
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var considerLand = !landTile.Ignored;
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int landZ = 0, landCenter = 0, landTop = 0;
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map.GetAverageZ(x, y, ref landZ, ref landCenter, ref landTop);
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map.GetAverageZ(x, y, out var landZ, out var landCenter, out _);
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var moveIsOk = false;
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@ -630,14 +627,13 @@ namespace Server.Movement
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int xCheck = loc.X, yCheck = loc.Y;
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var landTile = map.Tiles.GetLandTile(xCheck, yCheck);
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int landZ = 0, landCenter = 0, landTop = 0;
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var flags = TileData.LandTable[landTile.ID & TileData.MaxLandValue].Flags;
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var impassable = (flags & TileFlag.Impassable) != 0;
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// Impassable + swim on water is ok, otherwise block if cannot walk or impassable
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var landBlocks = (m.CantWalk || impassable) && !(impassable && m.CanSwim && (flags & TileFlag.Wet) != 0);
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map.GetAverageZ(xCheck, yCheck, ref landZ, ref landCenter, ref landTop);
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map.GetAverageZ(xCheck, yCheck, out var landZ, out var landCenter, out var landTop);
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var considerLand = !landTile.Ignored;
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