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Restores smoothing.
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@@ -941,10 +941,16 @@ void CTerrainRect::showPath(const SDL_Rect * extRect)
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}
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}
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void CTerrainRect::show(SDL_Surface * to)
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void CTerrainRect::show(SDL_Surface * to)
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{
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{
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if(ADVOPT.smoothMove)
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CGI->mh->terrainRect
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CGI->mh->terrainRect
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(LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
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(LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
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&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
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&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
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to, &genRect(pos.h, pos.w, pos.x, pos.y), moveX, moveY);
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to, &genRect(pos.h, pos.w, pos.x, pos.y), moveX, moveY);
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else
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CGI->mh->terrainRect
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(LOCPLINT->adventureInt->position, LOCPLINT->adventureInt->anim,
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&LOCPLINT->cb->getVisibilityMap(), true, LOCPLINT->adventureInt->heroAnim,
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to, &genRect(pos.h, pos.w, pos.x, pos.y), 0, 0);
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//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
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//SDL_BlitSurface(teren,&genRect(pos.h,pos.w,0,0),screen,&genRect(547,594,7,6));
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//SDL_FreeSurface(teren);
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//SDL_FreeSurface(teren);
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