land_st mapTile; Map->SeekLand( mapId, &mapTile );
land_st mapTile = cTileCache::instance()->getLand( mapCell.id );
vector< stBlockItem > getBlockingItems( P_CHAR pChar, const Coord_cl &pos ){	vector< stBlockItem > blockList;	make_heap( blockList.begin(), blockList.end(), compareTiles() );	// Process the map at that position	stBlockItem mapBlock;	INT32 mapId = 0;	mapBlock.z = Map->AverageMapElevation( pos, mapId );	// TODO: Calculate the REAL average Z Value of that Map Tile here! Otherwise clients will have minor walking problems.	mapBlock.z = Map->MapElevation( pos );	map_st mapCell = Map->SeekMap( pos );	land_st mapTile;		Map->SeekLand( mapId, &mapTile );	// If it's not impassable it's automatically walkable	if( !(mapTile.flag1 & 0x40) )		mapBlock.walkable = true;	else		mapBlock.walkable = checkWalkable( pChar, Map->SeekMap( pos ).id );	blockList.push_back( mapBlock );	push_heap( blockList.begin(), blockList.end(), compareTiles() );    // Now for the static-items	MapStaticIterator staIter( pos );	for( staticrecord *sTile = staIter.First(); sTile; sTile = staIter.Next() )	{		tile_st tTile;		Map->SeekTile( sTile->itemid, &tTile );		// Here is decided if the tile is needed		// It's uninteresting if it's NOT blocking		// And NOT a bridge/surface		if( !( ( tTile.flag2 & 0x02 ) || ( tTile.flag1 & 0x40 ) || ( tTile.flag2 & 0x04 ) ) )			continue;		stBlockItem staticBlock;		staticBlock.z = sTile->zoff;		// If we are a surface we can always walk here, otherwise check if		// we are special		if( ( tTile.flag2 & 0x02 ) && !( tTile.flag1 & 0x40 ) )			staticBlock.walkable = true;		else			staticBlock.walkable = checkWalkable( pChar, sTile->itemid );		// If we are a stair only the half height counts		if( tTile.flag2 & 0x04 )			staticBlock.height = (UINT8)( tTile.height / 2 );		else			staticBlock.height = tTile.height;		blockList.push_back( staticBlock );		push_heap( blockList.begin(), blockList.end(), compareTiles() );	}	// Now we need to evaluate dynamic items [...] (later)	// TODO: Multis + Dynamic Items	sort_heap( blockList.begin(), blockList.end(), compareTiles() );	return blockList;};