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Refactored the cSDLMap code - now the map data is stored in a vector instead of a list, thus granting be both sequential and random-access powers.

Which is nice when it comes to culling, and fixes some fundamental flaws I would have encountered during gameplay programming (ie, whether or not a unit is standing in the water)

No noticable fps boost [headshake]
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You wouldn't get an FPS boost; vector is slower and larger than list to the best of my memory. It is a good choice though.

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I would be able to get an fps boost because the culling function just went from bounds-checking 80*60 tiles sequentially to just rendering the ones necessary via random access.

Apparently, bounding boxes are faster than shit. Holy shit.

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