Preparation for different types of terrain
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@@ -1,22 +1,22 @@
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#ifndef OBJECTIDS_H
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#define OBJECTIDS_H
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#define FLOOR_OVERWORLD_ID 0x70000001
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#define HILL_OVERWORLD_INCLINE_ID 0x70000002
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#define HILL_OVERWORLD_DECLINE_ID 0x70000003
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#define HILL_OVERWORLD_DOTS_RIGHT_ID 0x70000004
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#define HILL_OVERWORLD_DOTS_LEFT_ID 0x70000005
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#define HILL_OVERWORLD_FILL_ID 0x70000006
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#define HILL_OVERWORLD_TOP_ID 0x70000007
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#define BUSH_OVERWORLD_LEFT_ID 0x70000008
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#define BUSH_OVERWORLD_MIDDLE_ID 0x70000009
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#define BUSH_OVERWORLD_RIGHT_ID 0x7000000A
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#define CLOUD_OVERWORLD_LEFT_BOTTOM_ID 0x7000000B
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#define CLOUD_OVERWORLD_MIDDLE_BOTTOM_ID 0x7000000C
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#define CLOUD_OVERWORLD_RIGHT_BOTTOM_ID 0x7000000D
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#define CLOUD_OVERWORLD_LEFT_TOP_ID 0x7000000E
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#define CLOUD_OVERWORLD_MIDDLE_TOP_ID 0x7000000F
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#define CLOUD_OVERWORLD_RIGHT_TOP_ID 0x70000010
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#define FLOOR_ID 0x70000001
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#define HILL_INCLINE_ID 0x70000002
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#define HILL_DECLINE_ID 0x70000003
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#define HILL_DOTS_RIGHT_ID 0x70000004
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#define HILL_DOTS_LEFT_ID 0x70000005
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#define HILL_FILL_ID 0x70000006
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#define HILL_TOP_ID 0x70000007
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#define BUSH_LEFT_ID 0x70000008
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#define BUSH_MIDDLE_ID 0x70000009
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#define BUSH_RIGHT_ID 0x7000000A
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#define CLOUD_LEFT_BOTTOM_ID 0x7000000B
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#define CLOUD_MIDDLE_BOTTOM_ID 0x7000000C
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#define CLOUD_RIGHT_BOTTOM_ID 0x7000000D
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#define CLOUD_LEFT_TOP_ID 0x7000000E
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#define CLOUD_MIDDLE_TOP_ID 0x7000000F
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#define CLOUD_RIGHT_TOP_ID 0x70000010
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#define DEATH_ID 0x10000001
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#define STOP_MOVEMENT 0x2000
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