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reworked wmspatial: consistent naming of geometry variables, priorities, and side parameters. Fixed some bugs with shallow water
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25
hyper.h
25
hyper.h
@@ -687,18 +687,10 @@ static constexpr int MAXPLAYER = 7;
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enum class PPR {
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ZERO, EUCLIDEAN_SKY, OUTCIRCLE, MOVESTAR,
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MINUSINF,
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BELOWBOTTOM,
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BELOWBOTTOM_FALLANIM,
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LAKEBOTTOM, HELLSPIKE,
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INLAKEWALL,
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INLAKEWALL_FALLANIM,
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BSHALLOW, SHALLOW, ASHALLOW,
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SUBLAKELEV, LAKELEV, BOATLEV, BOATLEV2, BOATLEV3,
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LAKEWALL,
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LAKEWALL_FALLANIM,
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FLOOR_TOWER,
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FLOOR,
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FLOOR_DRAGON,
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DEEP_ESCHER, DEEP_SIDE, DEEP_FALLANIM, DEEP_TOP, HELLSPIKE,
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SHALLOW_ESCHER, SHALLOW_SIDE, SHALLOW_FALLANIM, SHALLOW_TOP,
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WATERLEVEL_ESCHER, WATERLEVEL_SIDE, WATERLEVEL_TOP, BOATLEV, BOATLEV2, BOATLEV3,
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FLOOR_ESCHER, FLOOR_SIDE, FLOOR_FALLANIM, FLOOR_TOWER, FLOOR, FLOOR_DRAGON,
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FLOORa, FLOORb, FLOORc, FLOORd,
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LIZEYE,
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BFLOOR,
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@@ -706,17 +698,16 @@ enum class PPR {
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WALLSHADOW,
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STRUCT0, STRUCT1, STRUCT2, STRUCT3,
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THORNS, WALL,
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REDWALLs, REDWALL,
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REDWALLs2, REDWALLt2,
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REDWALLs3, REDWALLt3,
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RED1_ESCHER, RED1_SIDE, RED1_TOP,
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RED2_ESCHER, RED2_SIDE, RED2_TOP,
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RED3_ESCHER, RED3_SIDE, RED3_TOP,
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HEPTAMARK,
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ITEM_BELOW,
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ITEM, ITEMa, ITEMb,
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BIGSTATUE,
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WALL3s, WALL3, WALL3A,
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WALL_ESCHER, WALL_SIDE, WALL_TOP, WALL_DECO,
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// WALL3m, WALL3s, WALL3p, WALL3, WALL3A,
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HIDDEN, GIANTSHADOW,
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TENTACLE0, TENTACLE1,
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ONTENTACLE, ONTENTACLE_EYES, ONTENTACLE_EYES2,
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