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// Created By N[o]obleT *
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//__________________________________________________________________________________________________*
//__________________________________________________________________________________________________*
// *
// It should be first noted that there are two ways this system can be used. *
// *
// The first and easiest way is through a terrain check (found under the TerrainCheck *
// folder). This will check if any of the units are on your designated sliding terrain. *
// If a unit is, it will make them slideable. It's simple, but a major downside is *
// that there little control over the area a unit can actually slide, and the path becomes very *
// strict (or "tight"). *
// *
// The other way to slide a unit in this system is through region checks. This is more time- *
// consuming, but in the long run it is better due to the high customizability. *
// *
// IMPORTING: *
// When you import this system, it's recommended that you copy every folder except for "Misc" into *
// your map. Make sure you do not rearrange the orders of the triggers or folders, doing this may *
// cause an error when saving the map. Once you've copied the folders over to your map, save your *
// map. There shouldn't be any errors when you save, but if there are you should contact me. *
// *
// HOW TO USE: *
// *
// How to use the REGION CHECK way: *
// 1.)If you'd like to use region checks, first disable every trigger under TerrainCheck. *
// 2.)Next make sure all the triggers in the RegionCheck folder are enabled. *
// 3.)Make note of the regions I used (and where i put them) in the map: *
// a. At any terrain touching ice, I made a region named SlideRect<#>. If a unit leaves these *
// regions, he will be able to slide. *
// *
// b. At any place where the safe path goes from touching snow and ice to ONLY touching snow, *
// I created a region named SlideFalse<#>. This is because if a unit leaves a SlideRect, *
// he will slide, but what if he leaves the region going away from the ice, like down a *
// grass path? Then these regions will catch him before he slides on grass, which would be *
// f'd up. Make sure that when you create these regions that they are not touching (leave *
// a slight gap). *
// *
// 4.)Update all of the CheckLeave/CheckFalse/CheckEnter triggers with the new regions you added. *
// *
// How to use the TERRAIN CHECK way: *
// 1.)Disable every trigger under RegionCheck. Enable every trigger under TerrainCheck. *
// 2.)Make sure the terrain type in TerrainSetup is the same terrain you're using to slide on. *
// 3.)Also change the terrain type (it says 'Nsnw') in TerrainCheck to the terrain you're using *
// for the opposite terrain of the path. Read ALL the comments, they are there for a reason. *
// *
// I HOPE YOU ENJOY IT! *
//__________________________________________________________________________________________________*