src/game/TileEngine/Map_Edgepoints.cc
static void ValidateEdgepoints()
{
	SOLDIERTYPE s;
	s = SOLDIERTYPE{};
	s.bTeam = ENEMY_TEAM;

	ValidateMapEdge(s, gus1stNorthEdgepointMiddleIndex, gps1stNorthEdgepointArray);
	ValidateMapEdge(s, gus1stEastEdgepointMiddleIndex,  gps1stEastEdgepointArray);
	ValidateMapEdge(s, gus1stSouthEdgepointMiddleIndex, gps1stSouthEdgepointArray);
	ValidateMapEdge(s, gus1stWestEdgepointMiddleIndex,  gps1stWestEdgepointArray);

	ValidateMapEdge(s, gus2ndNorthEdgepointMiddleIndex, gps2ndNorthEdgepointArray);
	ValidateMapEdge(s, gus2ndEastEdgepointMiddleIndex,  gps2ndEastEdgepointArray);
	ValidateMapEdge(s, gus2ndSouthEdgepointMiddleIndex, gps2ndSouthEdgepointArray);
	ValidateMapEdge(s, gus2ndWestEdgepointMiddleIndex,  gps2ndWestEdgepointArray);
}
/* This final step eliminates some edgepoints which actually don't path directly
	* to the edge of the map. Cases would include an area that is close to the
	* edge, but a fence blocks it from direct access to the edge of the map. */
This final step eliminates some edgepoints which actually don't path directly
to the edge of the map. Cases would include an area that is close to the
edge, but a fence blocks it from direct access to the edge of the map.
This final step eliminates some edgepoints which actually don ' t path directly to the edge of the map . Cases would include an area that is close to the edge but a fence blocks it from direct access to the edge of the map .
static void ValidateEdgepoints()
{
	SOLDIERTYPE s;
	s = SOLDIERTYPE{};
	s.bTeam = ENEMY_TEAM;
	ValidateMapEdge(s, gus1stNorthEdgepointMiddleIndex, gps1stNorthEdgepointArray);
	ValidateMapEdge(s, gus1stEastEdgepointMiddleIndex,  gps1stEastEdgepointArray);
	ValidateMapEdge(s, gus1stSouthEdgepointMiddleIndex, gps1stSouthEdgepointArray);
	ValidateMapEdge(s, gus1stWestEdgepointMiddleIndex,  gps1stWestEdgepointArray);
	ValidateMapEdge(s, gus2ndNorthEdgepointMiddleIndex, gps2ndNorthEdgepointArray);
	ValidateMapEdge(s, gus2ndEastEdgepointMiddleIndex,  gps2ndEastEdgepointArray);
	ValidateMapEdge(s, gus2ndSouthEdgepointMiddleIndex, gps2ndSouthEdgepointArray);
	ValidateMapEdge(s, gus2ndWestEdgepointMiddleIndex,  gps2ndWestEdgepointArray);
}
static void ValidateEdgepoints ( ) { SOLDIERTYPE s ; s = SOLDIERTYPE { } ; s . bTeam = ENEMY_TEAM ; ValidateMapEdge ( s , gus1stNorthEdgepointMiddleIndex , gps1stNorthEdgepointArray ) ; ValidateMapEdge ( s , gus1stEastEdgepointMiddleIndex , gps1stEastEdgepointArray ) ; ValidateMapEdge ( s , gus1stSouthEdgepointMiddleIndex , gps1stSouthEdgepointArray ) ; ValidateMapEdge ( s , gus1stWestEdgepointMiddleIndex , gps1stWestEdgepointArray ) ; ValidateMapEdge ( s , gus2ndNorthEdgepointMiddleIndex , gps2ndNorthEdgepointArray ) ; ValidateMapEdge ( s , gus2ndEastEdgepointMiddleIndex , gps2ndEastEdgepointArray ) ; ValidateMapEdge ( s , gus2ndSouthEdgepointMiddleIndex , gps2ndSouthEdgepointArray ) ; ValidateMapEdge ( s , gus2ndWestEdgepointMiddleIndex , gps2ndWestEdgepointArray ) ; }
This final step eliminates some edgepoints which actually don't path directly
 to the edge of the map.
This final step eliminates some edgepoints which actually don ' t path directly to the edge of the map .