src/game/TileEngine/WorldMan.cc
BOOLEAN ReplaceStructIndex(UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex)
{
	RemoveStruct(iMapIndex, usOldIndex);
	AddWallToStructLayer(iMapIndex, usNewIndex, FALSE);
	return TRUE;
//	LEVELNODE	*pStruct				= NULL;
//	pStruct = gpWorldLevelData[ iMapIndex ].pStructHead;
// Look through all Structs and remove index if found
//	while( pStruct != NULL )
//	{
//		if ( pStruct->usIndex == usOldIndex )
//		{
//			// OK, set new index value
//			pStruct->usIndex = usNewIndex;
//			AdjustForFullTile( iMapIndex );
//			return( TRUE );
//		}
//		// Advance
//		pStruct = pStruct->pNext;
//	}
//	// Could not find it, return FALSE
//	return( FALSE );
}
//Kris:  This was a serious problem.  When saving the map and then reloading it, the structure
//  information was invalid if you changed the types, etc.  This is the bulletproof way.
This was a serious problem.  When saving the map and then reloading it, the structure
information was invalid if you changed the types, etc.  This is the bulletproof way.
This was a serious problem . When saving the map and then reloading it the structure information was invalid if you changed the types etc . This is the bulletproof way .
BOOLEAN ReplaceStructIndex(UINT32 iMapIndex, UINT16 usOldIndex, UINT16 usNewIndex)
{
	RemoveStruct(iMapIndex, usOldIndex);
	AddWallToStructLayer(iMapIndex, usNewIndex, FALSE);
	return TRUE;
}
BOOLEAN ReplaceStructIndex ( UINT32 iMapIndex , UINT16 usOldIndex , UINT16 usNewIndex ) { RemoveStruct ( iMapIndex , usOldIndex ) ; AddWallToStructLayer ( iMapIndex , usNewIndex , FALSE ) ; return TRUE ; }
Kris:  This was a serious problem.
Kris : This was a serious problem .
//	LEVELNODE	*pStruct				= NULL; //	pStruct = gpWorldLevelData[ iMapIndex ].pStructHead; // Look through all Structs and remove index if found //	while( pStruct != NULL ) //	{ //		if ( pStruct->usIndex == usOldIndex ) //		{ //			// OK, set new index value //			pStruct->usIndex = usNewIndex; //			AdjustForFullTile( iMapIndex ); //			return( TRUE ); //		} //		// Advance //		pStruct = pStruct->pNext; //	} //	// Could not find it, return FALSE //	return( FALSE );