Remove hacks for chasm/wall, lava/wall transitions.
Use new layering methods instead.
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3 changed files with 43 additions and 120 deletions
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@ -778,8 +778,8 @@
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{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud,_K) Xu dwarven-castle-wall}
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{TERRAIN_ADJACENT_CORNER (Cud,Kud,_K) Xu (!,Cud,Kud,_K,Xu,Ql) 54,68 dwarven-castle-wall-cw}
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{TERRAIN_ADJACENT_CORNER (Cud,Kud,_K) (!,Cud,Kud,_K,Xu,Ql) Xu 54,68 dwarven-castle-wall-ccw}
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{TERRAIN_ADJACENT_CORNER (Cud,Kud,_K) Xu (!,Cud,Kud,_K,Xu) 54,68 dwarven-castle-wall-cw}
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{TERRAIN_ADJACENT_CORNER (Cud,Kud,_K) (!,Cud,Kud,_K,Xu) Xu 54,68 dwarven-castle-wall-ccw}
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#castle-chasm transitions
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{TERRAIN_ADJACENT_CORNER_BOTH (Cud,Kud) Qxu chasm-dcastle}
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@ -800,18 +800,6 @@
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{TERRAIN_ADJACENT_CORNER (Cud,Kud) Ql (!,Cud,Kud,_K,Xu,Ql,Qxu) 52,76 lava-dcastle-cw}
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{TERRAIN_ADJACENT_CORNER_FLAG1 _K Ql (!,Cud,Kud,_K,Xu,Ql,Qxu) 52,76 keep-of-cud lava-dcastle-cw}
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#castle-lava-wall transitions
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{TERRAIN_ADJACENT_CORNER_NORTH (Cud,Kud,_K) Xu Ql 52,76 dwarven-castle-wall-cw}
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{TERRAIN_ADJACENT_CORNER_NORTH (Cud,Kud,_K) Ql Xu 52,76 dwarven-castle-wall-ccw}
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{TERRAIN_ADJACENT_CORNER_SW (Cud,Kud,_K) Xu Ql 52,76 lava-dcastle-ccw}
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{TERRAIN_ADJACENT_CORNER_SE (Cud,Kud,_K) Ql Xu 52,76 lava-dcastle-cw}
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{TERRAIN_ADJACENT_CORNER_SE (Cud,Kud,_K) Xu Ql 52,76 dwarven-castle-wall-cw}
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{TERRAIN_ADJACENT_CORNER_SW (Cud,Kud,_K) Ql Xu 52,76 dwarven-castle-wall-ccw}
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{TERRAIN_ADJACENT_CORNER_W (Cud,Kud,_K) Xu Ql 52,76 lava-dcastle-ccw}
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{TERRAIN_ADJACENT_CORNER_E (Cud,Kud,_K) Ql Xu 52,76 lava-dcastle-cw}
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{TERRAIN_ADJACENT_CORNER_E (Cud,Kud,_K) Xu Ql 52,76 dwarven-castle-wall-cw}
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{TERRAIN_ADJACENT_CORNER_W (Cud,Kud,_K) Ql Xu 52,76 dwarven-castle-wall-ccw}
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#castle-lava-chasm transitions
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@ -832,48 +820,28 @@
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# Lava
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{DISABLE_TRANSITIONS Ql}
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{TERRAIN_ADJACENT_CORNER_BOTH Ql (!,Cud,Kud,_K,Xu,Ql,Qxu) lava}
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{TERRAIN_ADJACENT_CORNER_BOTH Qxu Ql lava-chasm}
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{TERRAIN_ADJACENT_CORNER_LAYER Ql (!,Ql,Qxu) (!,Ql,Qxu) -1 52,76 lava-convex}
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{TERRAIN_ADJACENT_CORNER_LAYER (!,Ql,Qxu) Ql Ql -1 52,76 lava-concave}
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# Lava-chasm
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{TERRAIN_ADJACENT_CORNER Qxu (!,Cud,Kud,_K,Ql,Qxu) Ql 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER Qxu Ql (!,Cud,Kud,_K,Ql,Qxu) 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER Ql Qxu (!,Cud,Kud,_K,Ql,Qxu) 52,76 lava-chasm-ccw}
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{TERRAIN_ADJACENT_CORNER Ql (!,Cud,Kud,_K,Ql,Qxu) Qxu 52,76 lava-chasm-cw}
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{TERRAIN_ADJACENT_CORNER_LAYER Qxu Ql Ql -2 52,76 lava-chasm-convex}
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{TERRAIN_ADJACENT_CORNER_LAYER Ql Qxu Qxu -2 52,76 lava-chasm-concave}
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{TERRAIN_ADJACENT_CORNER_LAYER Ql Qxu (!,Ql,Qxu) -1 52,76 lava-chasm-ccw}
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{TERRAIN_ADJACENT_CORNER_LAYER Ql (!,Ql,Qxu) Qxu -1 52,76 lava-chasm-cw}
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# Chasm
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{TERRAIN_ADJACENT_CORNER_BOTH Qxu (!,Cud,Kud,_K,Xw,Ql,Qxu) chasm}
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{TERRAIN_ADJACENT_CORNER_LAYER Qxu (!,Ql,Qxu) (!,Ql,Qxu) -1 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_LAYER Qxu (!,Ql,Qxu) Ql -1 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_LAYER Qxu Ql (!,Ql,Qxu) -1 52,76 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_LAYER (!,Ql,Qxu) Qxu Qxu -1 52,76 chasm-concave}
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# Hack to get chasm/wall transitions right
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{TERRAIN_ADJACENT_CORNER_NORTH Qxu Xu (!,Qxu) 76,52 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_NORTH Qxu (!,Qxu) Xu 76,52 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_E Qxu Xu (!,Qxu) 0,0 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_E Qxu (!,Qxu) Xu 0,0 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_W Qxu Xu (!,Qxu) 100,100 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_W Qxu (!,Qxu) Xu 100,100 chasm-convex}
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{TERRAIN_ADJACENT_CORNER_NS Xu Qxu Qxu 56,68 chasm-concave}
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{TERRAIN_ADJACENT_CORNER_E Xu Qxu Qxu 0,0 chasm-concave}
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{TERRAIN_ADJACENT_CORNER_W Xu Qxu Qxu 100,100 chasm-concave}
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# Hack to get lava/wall transitions right
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{TERRAIN_ADJACENT_CORNER_NORTH Ql Xu (!,Ql,Qxu) 76,52 lava-convex}
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{TERRAIN_ADJACENT_CORNER_NORTH Ql (!,Ql,Qxu) Xu 76,52 lava-convex}
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{TERRAIN_ADJACENT_CORNER_E Ql Xu (!,Ql,Qxu) 0,0 lava-convex}
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{TERRAIN_ADJACENT_CORNER_E Ql (!,Ql,Qxu) Xu 0,0 lava-convex}
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{TERRAIN_ADJACENT_CORNER_W Ql Xu (!,Ql,Qxu) 100,100 lava-convex}
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{TERRAIN_ADJACENT_CORNER_W Ql (!,Ql,Qxu) Xu 100,100 lava-convex}
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{TERRAIN_ADJACENT_CORNER_NS Xu Ql Ql 56,68 lava-concave}
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{TERRAIN_ADJACENT_CORNER_E Xu Ql Ql 0,0 lava-concave}
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{TERRAIN_ADJACENT_CORNER_W Xu Ql Ql 100,100 lava-concave}
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# Castle decorations and castle floors. Those must always be after the castles
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# are defined.
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#{BUILDING_FLAG K ({VIMG 36,40 tent}) keep-of-n}
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{BUILDING_FLAG_PROB _K ({VIMG 20,26 tent}) keep-of-ce 50}
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{BUILDING_FLAG_PROB _K ({VIMG 20,26 tent2}) keep-of-ce 100}
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{BUILDING_FLAG _K ({VIMG 36,40 dwarven-keep}) keep-of-cud}
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@ -1,3 +1,31 @@
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#define TERRAIN_ADJACENT_CORNER_LAYER TERRAIN1 TERRAIN2 TERRAIN3 LAYER POS IMAGE
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[terrain_graphics]
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map="
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3
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, 2
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1"
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[tile]
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pos=1
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type={TERRAIN1}
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[/tile]
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[tile]
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pos=2
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type={TERRAIN2}
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[/tile]
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[tile]
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pos=3
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type={TERRAIN3}
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[/tile]
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[image]
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base={POS}
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layer={LAYER}
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name={IMAGE}-@R0
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[/image]
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rotations=ne,e,se,sw,w,nw
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[/terrain_graphics]
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#enddef
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#define TERRAIN_ADJACENT_CORNER TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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[terrain_graphics]
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map="
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@ -1,73 +0,0 @@
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#
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# This file defines corner-transitions that can be applied to only some directions.
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# They are currently used for chasm/wall and lava/wall transitions until better layering
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# can be implemented in the engine.
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#
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#define TERRAIN_ADJACENT_CORNER_NS TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} ne,-,se,sw,-,nw {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_EW TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} -,e,-,-,w,- {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_NORTH TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} ne,-,-,-,-,nw {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_SOUTH TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} -,-,se,sw,-,- {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_E TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} -,e,-,-,-,- {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_W TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} -,-,-,-,w,- {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_NE TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} ne,-,-,-,-,- {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_NW TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} -,-,-,-,-,nw {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_SE TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} -,-,se,-,-,- {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_SW TERRAIN1 TERRAIN2 TERRAIN3 POS IMAGE
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{TERRAIN_ADJACENT_CORNER_PARTIAL {TERRAIN1} {TERRAIN2} {TERRAIN3} -,-,-,sw,-,- {POS} {IMAGE}}
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#enddef
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#define TERRAIN_ADJACENT_CORNER_PARTIAL TERRAIN1 TERRAIN2 TERRAIN3 ROT POS IMAGE
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[terrain_graphics]
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map="
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3
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1"
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[tile]
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pos=1
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type={TERRAIN1}
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[/tile]
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[tile]
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pos=2
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type={TERRAIN2}
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[/tile]
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[tile]
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pos=3
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type={TERRAIN3}
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[/tile]
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[image]
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base={POS}
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position=vertical
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name={IMAGE}-@R0
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[/image]
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rotations={ROT}
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[/terrain_graphics]
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#enddef
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