Propagate for variables in similar/main/gamesave.cpp
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caac52e606
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@ -430,11 +430,9 @@ static void read_object(object *obj,PHYSFS_file *f,int version)
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switch (obj->control_type) {
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case CT_AI: {
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int i;
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obj->ctype.ai_info.behavior = PHYSFSX_readByte(f);
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for (i=0;i<MAX_AI_FLAGS;i++)
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for (int i=0;i<MAX_AI_FLAGS;i++)
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obj->ctype.ai_info.flags[i] = PHYSFSX_readByte(f);
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obj->ctype.ai_info.hide_segment = PHYSFSX_readShort(f);
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@ -529,7 +527,7 @@ static void read_object(object *obj,PHYSFS_file *f,int version)
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case RT_MORPH:
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case RT_POLYOBJ: {
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int i,tmo;
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int tmo;
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#if defined(DXX_BUILD_DESCENT_I)
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obj->rtype.pobj_info.model_num = convert_polymod(PHYSFSX_readInt(f));
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@ -537,7 +535,7 @@ static void read_object(object *obj,PHYSFS_file *f,int version)
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obj->rtype.pobj_info.model_num = PHYSFSX_readInt(f);
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#endif
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for (i=0;i<MAX_SUBMODELS;i++)
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for (int i=0;i<MAX_SUBMODELS;i++)
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PHYSFSX_readAngleVec(&obj->rtype.pobj_info.anim_angles[i],f);
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obj->rtype.pobj_info.subobj_flags = PHYSFSX_readInt(f);
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@ -657,11 +655,9 @@ static void write_object(object *obj, short version, PHYSFS_file *f)
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switch (obj->control_type) {
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case CT_AI: {
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int i;
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PHYSFSX_writeU8(f, obj->ctype.ai_info.behavior);
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for (i = 0; i < MAX_AI_FLAGS; i++)
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for (int i = 0; i < MAX_AI_FLAGS; i++)
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PHYSFSX_writeU8(f, obj->ctype.ai_info.flags[i]);
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PHYSFS_writeSLE16(f, obj->ctype.ai_info.hide_segment);
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@ -742,11 +738,9 @@ static void write_object(object *obj, short version, PHYSFS_file *f)
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case RT_MORPH:
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case RT_POLYOBJ: {
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int i;
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PHYSFS_writeSLE32(f, obj->rtype.pobj_info.model_num);
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for (i = 0; i < MAX_SUBMODELS; i++)
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for (int i = 0; i < MAX_SUBMODELS; i++)
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PHYSFSX_writeAngleVec(f, &obj->rtype.pobj_info.anim_angles[i]);
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PHYSFS_writeSLE32(f, obj->rtype.pobj_info.subobj_flags);
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@ -786,8 +780,6 @@ static void write_object(object *obj, short version, PHYSFS_file *f)
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// returns 0=everything ok, 1=old version, -1=error
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static int load_game_data(PHYSFS_file *LoadFile)
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{
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int i,j;
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short game_top_fileinfo_version;
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int object_offset;
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int gs_num_objects;
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@ -884,7 +876,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
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if (PHYSFSX_fseek( LoadFile, object_offset, SEEK_SET ))
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Error( "Error seeking to object_offset in gamesave.c" );
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for (i = 0; i < gs_num_objects; i++) {
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for (int i = 0; i < gs_num_objects; i++) {
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read_object(&Objects[i], LoadFile, game_top_fileinfo_version);
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@ -985,7 +977,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
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#if defined(DXX_BUILD_DESCENT_II)
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//================ READ DL_INDICES INFO ===============
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for (i = 0; i < Num_static_lights; i++) {
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for (int i = 0; i < Num_static_lights; i++) {
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if (game_top_fileinfo_version < 29) {
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Int3(); //shouldn't be here!!!
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} else
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@ -997,7 +989,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
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//================ READ DELTA LIGHT INFO ===============
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for (i = 0; i < num_delta_lights; i++) {
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for (int i = 0; i < num_delta_lights; i++) {
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if (game_top_fileinfo_version < 29) {
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;
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} else
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@ -1030,7 +1022,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
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// Make sure non-transparent doors are set correctly.
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for (segnum_t i=0; i < Num_segments; i++)
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for (j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
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for (int j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
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side *sidep = &Segments[i].sides[j];
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if ((sidep->wall_num != wall_none) && (Walls[sidep->wall_num].clip_num != -1)) {
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if (WallAnims[Walls[sidep->wall_num].clip_num].flags & WCF_TMAP1) {
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@ -1103,10 +1095,10 @@ static int load_game_data(PHYSFS_file *LoadFile)
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//fix old wall structs
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if (game_top_fileinfo_version < 17) {
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int sidenum,wallnum;
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int wallnum;
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for (segnum_t segnum=segment_first; segnum<=Highest_segment_index; segnum++)
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for (sidenum=0;sidenum<6;sidenum++)
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for (int sidenum=0;sidenum<6;sidenum++)
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if ((wallnum=Segments[segnum].sides[sidenum].wall_num) != -1) {
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Walls[wallnum].segnum = segnum;
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Walls[wallnum].sidenum = sidenum;
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@ -1115,8 +1107,7 @@ static int load_game_data(PHYSFS_file *LoadFile)
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#ifndef NDEBUG
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{
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int sidenum;
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for (sidenum=0; sidenum<6; sidenum++) {
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for (int sidenum=0; sidenum<6; sidenum++) {
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int wallnum = Segments[Highest_segment_index].sides[sidenum].wall_num;
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if (wallnum != -1)
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if ((Walls[wallnum].segnum != Highest_segment_index) || (Walls[wallnum].sidenum != sidenum))
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@ -1264,11 +1255,9 @@ int load_level(const char * filename_passed)
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Reactor_strength = -1; //use old defaults
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if (Gamesave_current_version >= 7) {
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int i;
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Num_flickering_lights = PHYSFSX_readInt(LoadFile);
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Assert((Num_flickering_lights >= 0) && (Num_flickering_lights < MAX_FLICKERING_LIGHTS));
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for (i = 0; i < Num_flickering_lights; i++)
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for (int i = 0; i < Num_flickering_lights; i++)
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flickering_light_read(&Flickering_lights[i], LoadFile);
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}
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else
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@ -1430,7 +1419,6 @@ int get_level_name()
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// Create a new mine, set global variables.
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int create_new_mine(void)
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{
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int s;
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vms_vector sizevec;
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vms_matrix m1 = IDENTITY_MATRIX;
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@ -1469,7 +1457,7 @@ int create_new_mine(void)
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Curside = WBACK; // The active side is the back side
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Markedsegp = 0; // Say there is no marked segment.
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Markedside = WBACK; // Shouldn't matter since Markedsegp == 0, but just in case...
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for (s=0;s<MAX_GROUPS+1;s++) {
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for (int s=0;s<MAX_GROUPS+1;s++) {
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GroupList[s].clear();
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Groupsegp[s] = NULL;
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Groupside[s] = 0;
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@ -1505,10 +1493,9 @@ int Errors_in_mine;
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#if defined(DXX_BUILD_DESCENT_II)
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static int compute_num_delta_light_records(void)
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{
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int i;
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int total = 0;
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for (i=0; i<Num_static_lights; i++) {
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for (int i=0; i<Num_static_lights; i++) {
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total += Dl_indices[i].count;
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}
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@ -1530,8 +1517,6 @@ static int save_game_data(PHYSFS_file *SaveFile)
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#endif
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int player_offset=0, object_offset=0, walls_offset=0, doors_offset=0, triggers_offset=0, control_offset=0, matcen_offset=0; //, links_offset;
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int offset_offset=0, end_offset=0;
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int i;
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//===================== SAVE FILE INFO ========================
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PHYSFS_writeSLE16(SaveFile, 0x6705); // signature
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@ -1583,7 +1568,7 @@ static int save_game_data(PHYSFS_file *SaveFile)
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object_offset = PHYSFS_tell(SaveFile);
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{
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for (i = 0; i <= Highest_object_index; i++)
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for (int i = 0; i <= Highest_object_index; i++)
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write_object(&Objects[i], game_top_fileinfo_version, SaveFile);
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}
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@ -1621,11 +1606,11 @@ static int save_game_data(PHYSFS_file *SaveFile)
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if (game_top_fileinfo_version >= 29)
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{
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dl_indices_offset = PHYSFS_tell(SaveFile);
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for (i = 0; i < Num_static_lights; i++)
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for (int i = 0; i < Num_static_lights; i++)
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dl_index_write(&Dl_indices[i], SaveFile);
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delta_light_offset = PHYSFS_tell(SaveFile);
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for (i = 0; i < num_delta_lights; i++)
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for (int i = 0; i < num_delta_lights; i++)
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delta_light_write(&Delta_lights[i], SaveFile);
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}
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#endif
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@ -1754,10 +1739,8 @@ static int save_level_sub(const char * filename, int compiled_version)
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if (Gamesave_current_version >= 7)
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{
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int i;
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PHYSFS_writeSLE32(SaveFile, Num_flickering_lights);
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for (i = 0; i < Num_flickering_lights; i++)
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for (int i = 0; i < Num_flickering_lights; i++)
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flickering_light_write(&Flickering_lights[i], SaveFile);
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}
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@ -1824,7 +1807,6 @@ int save_level(const char * filename)
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#ifndef NDEBUG
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static void dump_mine_info(void)
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{
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int sidenum;
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fix min_u, max_u, min_v, max_v, min_l, max_l, max_sl;
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min_u = F1_0*1000;
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@ -1838,7 +1820,7 @@ static void dump_mine_info(void)
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max_sl = 0;
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for (segnum_t segnum=0; segnum<=Highest_segment_index; segnum++) {
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for (sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
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for (int sidenum=0; sidenum<MAX_SIDES_PER_SEGMENT; sidenum++) {
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int vertnum;
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side *sidep = &Segments[segnum].sides[sidenum];
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