- // either in a wall, or in a liquid
- //if ((pan.tag and GridTagObstacle) <> 0) then continue; // don't spawn in walls
- //env := TEnvType.ELiquid;
- //continue;
- env := TEnvType.EAir;
+ // in what environment we are starting in?
+ pan := g_Map_PanelAtPoint(x, y, (GridTagObstacle or GridTagLiquid));