Add object shore/flooding support, adjust handling of foundations
Add info to debug window
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@@ -1855,6 +1855,7 @@
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<li>m7: animation counter</li>
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<li style="color: blue">m4 bits 7..5: update counter (for objects using land ground sprites), incremented on every periodic processing.<BR>
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For snow and desert, these bits are not used, tile is updated on every periodic processing.</li>
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<li style="color: blue">m4 bits 4: tile has no effective foundation.</li>
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<li style="color: blue">m4 bits 3..2: ground type (for objects using land ground sprites):
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<table style="color: blue">
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<tr>
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@@ -1866,6 +1867,11 @@
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<td nowrap valign=top><tt>1</tt> </td>
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<td align=left>snow or desert</td>
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</tr>
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<tr>
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<td nowrap valign=top><tt>2</tt> </td>
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<td align=left>shore/coast</td>
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</tr>
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</table>
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</li>
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<li style="color: blue">m4 bits 1..0: density (for objects using land ground sprites):
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@@ -324,7 +324,7 @@ the array so you can quickly see what is used and what is not.
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<td class="bits"><span class="free">O</span><span class="used" title="Water class">XX</span> <span class="used" title="Owner">XXXXX</span></td>
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<td class="bits"><span class="pool" title="Object index on pool (m2 + m5)">XXXX XXXX XXXX XXXX</span></td>
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<td class="bits"><span class="used" title="Random bits">XXXX XXXX</span></td>
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<td class="bits"><span class="patch" title="Ground update counter">PPP</span><span class="free">O</span> <span class="patch" title="Ground type: grass/bare, snow/desert">PP</span> <span class="patch" title="Ground density">PP</span></td>
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<td class="bits"><span class="patch" title="Ground update counter">PPP</span> <span class="patch" title="Tile has no effective foundation">P</span> <span class="patch" title="Ground type: grass/bare, snow/desert, shore">PP</span> <span class="patch" title="Ground density">PP</span></td>
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<td class="bits"><span class="pool" title="Object index on pool (m2 + m5)">XXXX XXXX</span></td>
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<td class="bits"><span class="free">OOOO OOOO</span></td>
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<td class="bits"><span class="used" title="Animation counter">XXXX XXXX</span></td>
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