src/game/TileEngine/WorldMan.cc
void AddExclusiveShadow(UINT32 iMapIndex, UINT16 usIndex)
{
	for (LEVELNODE* pShadow = gpWorldLevelData[iMapIndex].pShadowHead; pShadow; pShadow = pShadow->pNext)
	{
		if (pShadow->usIndex == usIndex)
			return;
	}
	AddShadowToHead(iMapIndex, usIndex);
}
//Kris:  identical shadows can exist in the same gridno, though it makes no sense
//		because it actually renders the shadows darker than the others.  This is an
//		undesirable effect with walls and buildings so I added this function to make
//		sure there isn't already a shadow before placing it.
identical shadows can exist in the same gridno, though it makes no sense
because it actually renders the shadows darker than the others.  This is an
undesirable effect with walls and buildings so I added this function to make
sure there isn't already a shadow before placing it.
identical shadows can exist in the same gridno though it makes no sense because it actually renders the shadows darker than the others . This is an undesirable effect with walls and buildings so I added this function to make sure there isn ' t already a shadow before placing it .
void AddExclusiveShadow(UINT32 iMapIndex, UINT16 usIndex)
{
	for (LEVELNODE* pShadow = gpWorldLevelData[iMapIndex].pShadowHead; pShadow; pShadow = pShadow->pNext)
	{
		if (pShadow->usIndex == usIndex)
			return;
	}
	AddShadowToHead(iMapIndex, usIndex);
}
void AddExclusiveShadow ( UINT32 iMapIndex , UINT16 usIndex ) { for ( LEVELNODE * pShadow = gpWorldLevelData [ iMapIndex ] . pShadowHead ; pShadow ; pShadow = pShadow -> pNext ) { if ( pShadow -> usIndex == usIndex ) return ; } AddShadowToHead ( iMapIndex , usIndex ) ; }
Kris:  identical shadows can exist in the same gridno, though it makes no sense
because it actually renders the shadows darker than the others.
Kris : identical shadows can exist in the same gridno though it makes no sense because it actually renders the shadows darker than the others .