if (Map_chunk::is_blocked(pos, 3, MOVE_WALK, 0))
if (Map_chunk::is_blocked(pos, actor->get_info().get_3d_height(), MOVE_WALK, 0))
	static bool is_occupied(Tile_coord sitloc, Actor *actor)		{		Game_object_vector occ;	// See if occupied.		if (Game_object::find_nearby(occ, sitloc,c_any_shapenum, 0, 8))			for (Game_object_vector::const_iterator it = 					occ.begin(); it != occ.end(); ++it)				{				Game_object *npc = *it;				if (npc == actor)					continue;				int frnum = npc->get_framenum() & 15;				if (frnum == Actor::sit_frame ||				    frnum == Actor::bow_frame)					return true;				}#if 1	/* Seems to work.  Added Nov. 2, 2001 */		if (actor->get_tile() == sitloc)			return false;	// We're standing there.					// See if spot is blocked.		Tile_coord pos = sitloc;// Careful, .tz gets updated.		if (Map_chunk::is_blocked(pos, 3, MOVE_WALK, 0))			return true;#endif		return false;		}