src/game/Tactical/End_Game.cc
static BOOLEAN DoesO3SectorStatueExistHere( INT16 sGridNo )
{
	INT32 cnt;
	EXITGRID ExitGrid;

	// First check current sector......
	if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_O && gbWorldSectorZ == 0 )
	{
		// Check for exitence of and exit grid here...
		// ( if it doesn't then the change has already taken place )
		if ( !GetExitGrid( 13669, &ExitGrid ) )
		{
			for ( cnt = 0; cnt < 4; cnt++ )
			{
				if ( sStatueGridNos[ cnt ] == sGridNo )
				{
					return( TRUE );
				}
			}
		}
	}

	return( FALSE );
}
// This function checks if our statue exists in the current sector at given gridno
This function checks if our statue exists in the current sector at given gridno
This function checks if our statue exists in the current sector at given gridno
static BOOLEAN DoesO3SectorStatueExistHere( INT16 sGridNo )
{
	INT32 cnt;
	EXITGRID ExitGrid;
	if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_O && gbWorldSectorZ == 0 )
	{
		if ( !GetExitGrid( 13669, &ExitGrid ) )
		{
			for ( cnt = 0; cnt < 4; cnt++ )
			{
				if ( sStatueGridNos[ cnt ] == sGridNo )
				{
					return( TRUE );
				}
			}
		}
	}
	return( FALSE );
}
static BOOLEAN DoesO3SectorStatueExistHere ( INT16 sGridNo ) { INT32 cnt ; EXITGRID ExitGrid ; if ( gWorldSectorX == 3 && gWorldSectorY == MAP_ROW_O && gbWorldSectorZ == 0 ) { if ( ! GetExitGrid ( 13669 , & ExitGrid ) ) { for ( cnt = 0 ; cnt < 4 ; cnt ++ ) { if ( sStatueGridNos [ cnt ] == sGridNo ) { return ( TRUE ) ; } } } } return ( FALSE ) ; }
This function checks if our statue exists in the current sector at given gridno
This function checks if our statue exists in the current sector at given gridno
// First check current sector...... // Check for exitence of and exit grid here... // ( if it doesn't then the change has already taken place )