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XEEN: Further simplification in checkMoveDirection
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5 deletions.
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engines/xeen/interface.cpp
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@@ -921,16 +921,18 @@ bool Interface::checkMoveDirection(int key) { |
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break; |
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} |
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// Get next facing tile information, and then reset back to the old direction (if changed) |
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map.getCell(7); |
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party._mazeDirection = dir; |
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int startSurfaceId = map._currentSurfaceId; |
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int surfaceId; |
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if (debugger._intangible) |
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return true; |
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if (map._isOutdoors) { |
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party._mazeDirection = dir; |
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switch (map._currentWall) { |
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case 5: |
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if (_vm->_files->_ccNum) |
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@@ -976,12 +978,9 @@ bool Interface::checkMoveDirection(int key) { |
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} else { |
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surfaceId = map.getCell(2); |
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if (surfaceId >= map.mazeData()._difficulties._wallNoPass) { |
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party._mazeDirection = dir; |
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sound.playFX(46); |
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return false; |
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} else { |
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party._mazeDirection = dir; |
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if (startSurfaceId != SURFTYPE_SWAMP || party.checkSkill(SWIMMING) || |
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party._walkOnWaterActive) { |
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if (_buttonValue == Common::KEYCODE_UP && _wo[107]) { |
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