Simplified isplacablesprite() in edit.c
Changed background of tile palette in editor
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edit.c
70
edit.c
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@ -1019,72 +1019,12 @@ int isplacabletile(int tid) {
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}
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int isplacablesprite(int sid) {
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switch (sid) {
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case P_SPEED:
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case P_NUMNETS:
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case P_BIGNET:
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case P_BLACKCLOUD:
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case P_PINKCLOUD:
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case P_SPIT:
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case P_PUFF:
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case P_SMASH:
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case P_BOXING:
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case P_GLOVE:
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case P_DIAMOND:
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case P_FTODIAMOND:
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case P_FTOGEM:
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case P_BOMB:
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case P_SHIELD:
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case P_MACEPOWERUP:
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case P_MACE:
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case P_GEMRED:
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case P_GEMYELLOW:
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case P_GEMPURPLE:
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case P_SPRAY:
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case P_CANNONPOWERUP:
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case P_CANNON:
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case P_TROPHY:
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case P_SNOWMAN:
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case P_RINGSILVER:
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case P_RINGGOLD:
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case P_CLOCK:
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case P_BELL:
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case P_ARMOUR:
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case P_GEMBOOST:
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case P_HELMET:
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case P_PHONE:
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case P_BUBBLE:
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case P_HONEY:
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case P_STARPOWERUP:
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case P_STAR:
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case P_UFO:
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case P_METEOR:
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case P_LIFE:
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case P_BIGSPEED:
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case P_BIGNUMNETS:
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case P_MOVINGCARD:
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case P_FIVECARDS:
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case P_MASKPOWERUP:
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case P_MASK:
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case P_TAP:
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case P_CLOVER:
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case P_SKULL:
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case P_WINGLEFT:
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case P_WINGRIGHT:
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case P_WINGBOOTS:
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case P_ACCORDION:
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case P_GUN:
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case P_ZAPPOWERUP:
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return B_FALSE;
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}
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if (sid == P_HELP) return B_TRUE;
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if (sid == P_POWERUPPOS) return B_TRUE;
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if (ismonster(sid) && (sid != P_BLACKCLOUD)) return B_TRUE;
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if (isfruit(sid) == FT_GEM) return B_TRUE;
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if (iseffect(sid) && (sid != P_POWERUPPOS)) {
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return B_FALSE;
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}
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if (iscard(sid)) {
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return B_FALSE;
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}
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return B_TRUE;
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return B_FALSE;
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}
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// like drawtile but adjusts transparncy based on current layer
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