//If the projectile will be moving to a new grid position we need to check to see if it is occupied.\r
if ((int)((pixelX + velocity.X) / Map.PixelsToUnitSquares) != gridX || (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares) != gridY)\r
{\r
- bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));\r
+ //bool open = theMap.IsCellOpen((int)((pixelX + velocity.X) /Map.PixelsToUnitSquares), (int)((pixelY + velocity.Y) / Map.PixelsToUnitSquares));\r
//If open just move this projectile there\r
//***Map doesn't need to know that this projectile is there because players/monsters are allowed\r
// to move into the path of projectiles.\r
- if (open)\r
+ //if (open)\r
{\r
Console.WriteLine("pixelX:" + pixelX + " " + " pixelY: "+ pixelY);\r
pixelX += (int)velocity.X;\r