- Added fpdoc paths
- Started some documenting - Added TScreenBuffer.UpdateSortOrder to handle elevations
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@@ -275,7 +275,7 @@ type
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FTextureManager: TLandTextureManager;
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FScreenBuffer: TScreenBuffer;
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FScreenBufferValid: Boolean;
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FScreenBufferSorted: Boolean;
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FScreenBufferIndexed: Boolean;
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FCurrentTile: TWorldItem;
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FSelectedTile: TWorldItem;
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FGhostTile: TWorldItem;
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@@ -1773,10 +1773,10 @@ begin
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if not FScreenBufferValid then
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RebuildScreenBuffer;
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if not FScreenBufferSorted then
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if not FScreenBufferIndexed then
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begin
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FScreenBuffer.Sort;
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FScreenBufferSorted := True;
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FScreenBuffer.UpdateShortcuts;
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FScreenBufferIndexed := True;
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end;
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{if acFilter.Checked then
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@@ -2039,7 +2039,9 @@ end;
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procedure TfrmMain.OnStaticElevated(AStaticItem: TStaticItem);
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begin
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FScreenBufferSorted := False;
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AStaticItem.PrioritySolver := FScreenBuffer.GetSerial;
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PrepareScreenBlock(FScreenBuffer.UpdateSortOrder(AStaticItem));
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FScreenBufferIndexed := False;
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end;
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procedure TfrmMain.OnStaticInserted(AStaticItem: TStaticItem);
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@@ -2200,7 +2202,7 @@ begin
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FScreenBuffer.UpdateShortcuts;
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FScreenBufferValid := True;
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FScreenBufferSorted := True;
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FScreenBufferIndexed := True;
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end;
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procedure TfrmMain.UpdateCurrentTile;
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