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Move invariants out of the loops.
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7fe8e08e02
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@ -540,10 +540,14 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
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if (((dx+x)>((map->width+Woff)) || (dy+y)>((map->height+Hoff))) || ((x<-Woff)||(y<-Hoff) ) )
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throw std::string("terrainRect: out of range");
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dx += smooth?1:0;
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dy += smooth?1:0;
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////printing terrain
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx+(smooth?1:0); bx++)
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++)
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{
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for (int by=(moveY <= 0 ? 0 : -1); by<dy+(smooth?1:0); by++)
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for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++)
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{
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const TerrainTile2 & tile = ttiles[x+bx][y+by][level];
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SDL_Rect sr;
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@ -615,9 +619,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
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}
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////terrain printed
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////printing rivers
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx+(smooth?1:0); bx++)
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++)
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{
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for (int by=(moveY <= 0 ? 0 : -1); by<dy+(smooth?1:0); by++)
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for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++)
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{
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SDL_Rect sr;
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if(smooth)
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@ -643,9 +647,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
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}
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////rivers printed
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////printing roads
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx+(smooth?1:0); bx++)
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++)
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{
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for (int by=(moveY <= 0 ? 0 : -1) - 1; by<dy+(smooth?1:0); by++)
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for (int by=(moveY <= 0 ? 0 : -1) - 1; by<dy; by++)
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{
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if(y+by<=-4)
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continue;
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@ -674,9 +678,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
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////roads printed
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////printing objects
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx+(smooth?1:0); bx++)
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++)
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{
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for (int by=(moveY <= 0 ? 0 : -1); by<dy+(smooth?1:0); by++)
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for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++)
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{
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for(int h=0; h < ttiles[x+bx][y+by][level].objects.size(); ++h)
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{
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@ -772,9 +776,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
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}
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////objects printed, printing shadow
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx+(smooth?1:0); bx++)
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++)
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{
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for (int by=(moveY <= 0 ? 0 : -1); by<dy+(smooth?1:0); by++)
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for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++)
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{
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SDL_Rect sr;
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if(smooth)
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@ -800,9 +804,9 @@ SDL_Surface * CMapHandler::terrainRect(int x, int y, int dx, int dy, int level,
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}
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////shadow printed
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//printing borders
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx+(smooth?1:0); bx++)
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for (int bx= (moveX <= 0 ? 0 : -1); bx<dx; bx++)
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{
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for (int by=(moveY <= 0 ? 0 : -1); by<dy+(smooth?1:0); by++)
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for (int by=(moveY <= 0 ? 0 : -1); by<dy; by++)
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{
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if(bx+x<0 || by+y<0 || bx+x>map->width+(-1) || by+y>map->height+(-1))
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{
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