// Returns the index of the fence that is broken, // if any. If all fences are intact, return -1; protected int CheckForEscape() { Pen p = globalObj.GetPlayerPen(penNumber); int brokenFence = p.GetBrokenFenceIndex(); return(brokenFence); }
// Returns the index of the fence that is broken, // if any. If all fences are intact, return -1; protected int CheckForEscape() { Pen p = globalObj.GetPlayerPen(penNumber); int brokenFence = p.GetBrokenFenceIndex(); return(brokenFence); }