void function ( Cell arg0 , int arg1 , short arg2 ) { for ( int loc0 = 0 ; loc0 < cols ; ++ loc0 ) { for ( int loc1 = 0 ; loc1 < rows ; ++ loc1 ) { if ( Math . sqrt ( Math . pow ( arg0 . col - loc0 , 2 ) + Math . pow ( arg0 . row - loc1 , 2 ) ) < arg1 ) { unmarkCell ( new Cell ( loc1 , loc0 ) , arg2 ) ; } } } }
remove this marker from cells within radius or a concode_field_sep short DIR_LEFT concode_elem_sep ArrayList<Cell> revealedCoordinates concode_elem_sep short MARKER2 concode_elem_sep MazeGameSave gameSave concode_elem_sep Cell start concode_elem_sep short DIR_DOWN concode_elem_sep int rows concode_elem_sep int progRevealRadius concode_elem_sep boolean progReveal concode_elem_sep short MARKER3 concode_elem_sep short[][] grid concode_elem_sep short MARKER4 concode_elem_sep Cell finish concode_elem_sep byte DIR_RIGHT concode_elem_sep int cols concode_elem_sep short MARKER1 concode_elem_sep short MARKER5 concode_elem_sep short DIR_UP concode_elem_sep MazePlayer player concode_field_sep boolean canMove concode_elem_sep MazePlayer getPlayer concode_elem_sep ArrayList<Cell> getRevealedCoordinates concode_elem_sep void unmarkCell concode_elem_sep boolean hasMarker concode_elem_sep int getRows concode_elem_sep int getProgRevealRadius concode_elem_sep void unmarkFinish concode_elem_sep void unmarkVisitedCoordinates concode_elem_sep void markCellsInRadius concode_elem_sep int getCols concode_elem_sep void revealedCells concode_elem_sep ArrayList<Cell> getAdjacentUnvisitedCells concode_elem_sep short direction concode_elem_sep short getCellDirections concode_elem_sep boolean isVisited concode_elem_sep Cell getCell concode_elem_sep void markCell concode_elem_sep void carvePath concode_elem_sep short directionInverse concode_elem_sep void setPlayer concode_elem_sep short getCellShort concode_elem_sep void setProgReveal concode_elem_sep void updatePlayerPosition concode_elem_sep boolean contains concode_elem_sep void markStartFinish concode_elem_sep boolean isAtFinish