Tweak to land texturing. Treat any non-lfBasic as edge
--- a/hedgewars/uConsts.pas Wed Dec 24 13:24:38 2014 -0500
+++ b/hedgewars/uConsts.pas Wed Dec 24 14:42:05 2014 -0500
@@ -105,9 +105,9 @@
// To allow these to layer, going to treat them as masks. The bottom byte is reserved for objects
// TODO - set lfBasic for all solid land, ensure all uses of the flags can handle multiple flag bits
// lfObject and lfBasic are only to be different *graphically* in all other ways they should be treated the same
- lfBasic = $8000; // white
+ lfBasic = $8000; // black
lfIndestructible = $4000; // red
- lfObject = $2000;
+ lfObject = $2000; // white
lfDamaged = $1000; //
lfIce = $0800; // blue
lfBouncy = $0400; // green
--- a/hedgewars/uLand.pas Wed Dec 24 13:24:38 2014 -0500
+++ b/hedgewars/uLand.pas Wed Dec 24 14:42:05 2014 -0500
@@ -56,18 +56,18 @@
begin
yd:= LAND_HEIGHT - 1;
repeat
- while (yd > 0) and (Land[yd, x] = 0) do dec(yd);
+ while (yd > 0) and (Land[yd, x] <> lfBasic) do dec(yd);
if (yd < 0) then
yd:= 0;
- while (yd < LAND_HEIGHT) and (Land[yd, x] <> 0) do
+ while (yd < LAND_HEIGHT) and (Land[yd, x] = lfBasic) do
inc(yd);
dec(yd);
yu:= yd;
- while (yu > 0 ) and (Land[yu, x] <> 0) do dec(yu);
- while (yu < yd ) and (Land[yu, x] = 0) do inc(yu);
+ while (yu > 0 ) and (Land[yu, x] = lfBasic) do dec(yu);
+ while (yu < yd ) and (Land[yu, x] <> lfBasic) do inc(yu);
if (yd < LAND_HEIGHT - 1) and ((yd - yu) >= 16) then
begin