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					@ -57,7 +57,7 @@ public class Terrain { | 
				
			
			
		
	
		
		
			
				
					
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					        this.terrain_size.y = this.zone.minor_radius * 2; | 
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					        this.terrain_size.y = this.zone.minor_radius * 2; | 
				
			
			
		
	
		
		
			
				
					
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					        this.cell_count.x = this.image_size.x; | 
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					        this.cell_count.x = this.image_size.x; | 
				
			
			
		
	
		
		
			
				
					
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					        this.cell_count.y = this.image_size.x; // Bug in exe
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					        this.cell_count.y = this.image_size.y; // Bug in exe
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					        this.cell_size.x = terrain_size.x / this.cell_count.x; | 
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					        this.cell_size.x = terrain_size.x / this.cell_count.x; | 
				
			
			
		
	
		
		
			
				
					
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					        this.cell_size.y = terrain_size.y / this.cell_count.y; | 
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					        this.cell_size.y = terrain_size.y / this.cell_count.y; | 
				
			
			
		
	
	
		
		
			
				
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					@ -160,12 +160,12 @@ public class Terrain { | 
				
			
			
		
	
		
		
			
				
					
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					        // Calculate terrain cell with offset.  Bug mirrors the exe
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					        // Calculate terrain cell with offset.  Bug mirrors the exe
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					        Vector2f terrain_cell = new Vector2f(terrain_loc.x / this.cell_size.x, terrain_loc.y / this.cell_size.y); | 
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					        Vector2f terrain_cell = new Vector2f(terrain_loc.x / this.cell_size.x, terrain_loc.y / this.cell_size.x); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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					        // Clamp values when standing directly on pole
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					        // Clamp values when standing directly on pole
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					        terrain_cell.x = Math.max(0, Math.min(this.cell_count.x - 2, terrain_cell.x)); | 
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					        terrain_cell.x = Math.max(0, Math.min(this.cell_count.x - 1, terrain_cell.x)); | 
				
			
			
				
				
			
		
	
		
		
			
				
					
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					        terrain_cell.y = Math.max(0, Math.min(this.cell_count.y - 2, terrain_cell.y)); | 
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					        terrain_cell.y = Math.max(0, Math.min(this.cell_count.y - 1, terrain_cell.y)); | 
				
			
			
				
				
			
		
	
		
		
	
		
		
	
		
		
			
				
					
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					        return terrain_cell; | 
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					        return terrain_cell; | 
				
			
			
		
	
		
		
			
				
					
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					    } | 
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					    } | 
				
			
			
		
	
	
		
		
			
				
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