CODE |
// non-excluded tiles must also be passable if (excludetilelist != null && excludetilelist.Count > 0) { excludetile = excludetilelist.Contains(stile.ID & 0x3FFF) || (sflags & TileFlag.Impassable) != 0; } else { excludetile = false; } |
CODE |
<Spawns> <Points> <Name>TestSpawn</Name> <UniqueId>6066e64a-140d-46fa-b6b4-91df72064930</UniqueId> <Map>Trammel</Map> <X>2351</X> <Y>786</Y> <Width>30</Width> <Height>32</Height> <CentreX>2366</CentreX> <CentreY>802</CentreY> <CentreZ>-32768</CentreZ> <Range>20</Range> <MaxCount>10</MaxCount> <MinDelay>60</MinDelay> <MaxDelay>120</MaxDelay> <Team>0</Team> <IsGroup>False</IsGroup> <IsRunning>True</IsRunning> <IsHomeRangeRelative>True</IsHomeRangeRelative> <DelayInSec>True</DelayInSec> <Duration>0</Duration> <DespawnTime>0</DespawnTime> <ProximityRange>-1</ProximityRange> <ProximityTriggerSound>500</ProximityTriggerSound> <TriggerProbability>1</TriggerProbability> <InContainer>False</InContainer> <MinRefractory>0</MinRefractory> <MaxRefractory>0</MaxRefractory> <TODStart>0</TODStart> <TODEnd>0</TODEnd> <TODMode>0</TODMode> <KillReset>1</KillReset> <ExternalTriggering>False</ExternalTriggering> <SequentialSpawning>-1</SequentialSpawning> <AllowGhostTriggering>False</AllowGhostTriggering> <SpawnOnTrigger>False</SpawnOnTrigger> <SmartSpawning>False</SmartSpawning> <Amount>1</Amount> <Objects2>#NOTILES,113,124; Hind:MX=10:SB=0:RT=0:TO=0:KL=0:RK=0:CA=1:DN=-1:DX=-1:SP=1</Objects2> </Points> </Spawns> |
CODE |
// non-excluded tiles must also be passable if (excludetilelist != null && excludetilelist.Count > 0) { // also require the tile to be passable excludetile = ((lflags & TileFlag.Impassable) != 0) || excludetilelist.Contains(ltile.ID & 0x3FFF); } else { excludetile = false; } |