Propagate for variables in similar/editor/medwall.cpp
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@ -423,7 +423,6 @@ void close_wall_window()
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int wall_dialog_handler(UI_DIALOG *dlg, d_event *event, wall_dialog *wd)
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{
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int i;
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sbyte type;
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fix DeltaTime;
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fix64 Temp;
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@ -488,7 +487,7 @@ int wall_dialog_handler(UI_DIALOG *dlg, d_event *event, wall_dialog *wd)
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// If any of the radio buttons that control the mode are set, then
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// update the corresponding key.
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//------------------------------------------------------------
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for ( i=0; i < 4; i++ ) {
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for ( int i=0; i < 4; i++ ) {
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if (GADGET_PRESSED(wd->keyFlag[i]))
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{
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Walls[Cursegp->sides[Curside].wall_num].keys = 1<<i; // Set the ai_state to the cooresponding radio button
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@ -496,9 +495,9 @@ int wall_dialog_handler(UI_DIALOG *dlg, d_event *event, wall_dialog *wd)
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}
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}
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} else {
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for (i = 0; i < 2; i++)
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for (int i = 0; i < 2; i++)
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ui_checkbox_check(wd->doorFlag[i], 0);
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for ( i=0; i < 4; i++ )
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for ( int i=0; i < 4; i++ )
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ui_radio_set_value(wd->keyFlag[i], 0);
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}
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@ -512,7 +511,7 @@ int wall_dialog_handler(UI_DIALOG *dlg, d_event *event, wall_dialog *wd)
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rval = 1;
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}
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} else
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for ( i=2; i < 3; i++ )
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for ( int i=2; i < 3; i++ )
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if (wd->doorFlag[i]->flag == 1) {
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wd->doorFlag[i]->flag = 0; // Tells ui that this button isn't checked
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wd->doorFlag[i]->status = 1; // Tells ui to redraw button
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@ -627,7 +626,6 @@ int wall_dialog_handler(UI_DIALOG *dlg, d_event *event, wall_dialog *wd)
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// Restore all walls to original status (closed doors, repaired walls)
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int wall_restore_all()
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{
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int i, j;
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range_for (auto &w, partial_range(Walls, Num_walls))
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{
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if (w.flags & WALL_BLASTED) {
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@ -640,11 +638,11 @@ int wall_restore_all()
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w.flags &= ~WALL_DOOR_OPENING;
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}
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for (i=0;i<Num_open_doors;i++)
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for (int i=0;i<Num_open_doors;i++)
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wall_close_door_num(i);
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for (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 i=0;i<Num_segments;i++)
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for (int j=0;j<MAX_SIDES_PER_SEGMENT;j++) {
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auto wall_num = Segments[i].sides[j].wall_num;
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if (wall_num != wall_none)
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if ((Walls[wall_num].type == WALL_BLASTABLE) ||
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@ -652,7 +650,7 @@ int wall_restore_all()
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Segments[i].sides[j].tmap_num2 = WallAnims[Walls[wall_num].clip_num].frames[0];
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}
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for (i=0;i<Num_triggers;i++)
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for (int i=0;i<Num_triggers;i++)
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Triggers[i].flags |= TRIGGER_ON;
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Update_flags |= UF_GAME_VIEW_CHANGED;
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@ -666,8 +664,6 @@ int wall_remove_side(segment *seg, short side)
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{
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segment *csegp;
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int lower_wallnum;
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int w, s, t, l, t1;
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if (IS_CHILD(seg->children[side]) && IS_CHILD(seg->sides[side].wall_num)) {
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csegp = &Segments[seg->children[side]];
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auto Connectside = find_connect_side(seg, csegp);
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@ -686,22 +682,22 @@ int wall_remove_side(segment *seg, short side)
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if (Walls[lower_wallnum+1].linked_wall != -1)
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Walls[Walls[lower_wallnum+1].linked_wall].linked_wall = -1;
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for (w=lower_wallnum;w<Num_walls-2;w++)
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for (int w=lower_wallnum;w<Num_walls-2;w++)
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Walls[w] = Walls[w+2];
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Num_walls -= 2;
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for (s=0;s<=Highest_segment_index;s++)
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for (int s=0;s<=Highest_segment_index;s++)
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if (Segments[s].segnum != segment_none)
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for (w=0;w<MAX_SIDES_PER_SEGMENT;w++)
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for (int w=0;w<MAX_SIDES_PER_SEGMENT;w++)
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if (Segments[s].sides[w].wall_num > lower_wallnum+1)
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Segments[s].sides[w].wall_num -= 2;
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// Destroy any links to the deleted wall.
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for (t=0;t<Num_triggers;t++)
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for (l=0;l<Triggers[t].num_links;l++)
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for (int t=0;t<Num_triggers;t++)
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for (int l=0;l<Triggers[t].num_links;l++)
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if ((Triggers[t].seg[l] == seg-Segments) && (Triggers[t].side[l] == side)) {
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for (t1=0;t1<Triggers[t].num_links-1;t1++) {
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for (int t1=0;t1<Triggers[t].num_links-1;t1++) {
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Triggers[t].seg[t1] = Triggers[t].seg[t1+1];
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Triggers[t].side[t1] = Triggers[t].side[t1+1];
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}
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@ -709,9 +705,9 @@ int wall_remove_side(segment *seg, short side)
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}
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// Destroy control center links as well.
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for (l=0;l<ControlCenterTriggers.num_links;l++)
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for (int l=0;l<ControlCenterTriggers.num_links;l++)
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if ((ControlCenterTriggers.seg[l] == seg-Segments) && (ControlCenterTriggers.side[l] == side)) {
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for (t1=0;t1<ControlCenterTriggers.num_links-1;t1++) {
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for (int t1=0;t1<ControlCenterTriggers.num_links-1;t1++) {
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ControlCenterTriggers.seg[t1] = ControlCenterTriggers.seg[t1+1];
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ControlCenterTriggers.side[t1] = ControlCenterTriggers.side[t1+1];
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}
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@ -915,15 +911,13 @@ int wall_remove_door_flag(sbyte flag)
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int bind_wall_to_control_center() {
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int link_num;
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int i;
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if (Cursegp->sides[Curside].wall_num == wall_none) {
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editor_status("No wall at Curside.");
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return 0;
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}
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link_num = ControlCenterTriggers.num_links;
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for (i=0;i<link_num;i++)
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for (int i=0;i<link_num;i++)
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if ((Cursegp-Segments == ControlCenterTriggers.seg[i]) && (Curside == ControlCenterTriggers.side[i])) {
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editor_status("Curside already bound to Control Center.");
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return 0;
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@ -1000,14 +994,13 @@ int wall_unlink_door()
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int check_walls()
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{
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int w, seg, side, wall_count, trigger_count;
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int w1;
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int wall_count, trigger_count;
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count_wall CountedWalls[MAX_WALLS];
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char Message[DIAGNOSTIC_MESSAGE_MAX];
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int matcen_num;
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wall_count = 0;
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for (seg=0;seg<=Highest_segment_index;seg++)
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for (int seg=0;seg<=Highest_segment_index;seg++)
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if (Segments[seg].segnum != segment_none) {
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// Check fuelcenters
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matcen_num = Segments[seg].matcen_num;
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@ -1021,7 +1014,7 @@ int check_walls()
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RobotCenters[matcen_num].segnum = seg;
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}
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for (side=0;side<MAX_SIDES_PER_SEGMENT;side++)
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for (int side=0;side<MAX_SIDES_PER_SEGMENT;side++)
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if (Segments[seg].sides[side].wall_num != wall_none) {
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CountedWalls[wall_count].wallnum = Segments[seg].sides[side].wall_num;
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CountedWalls[wall_count].segnum = seg;
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@ -1039,7 +1032,7 @@ int check_walls()
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}
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// Check validity of Walls array.
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for (w=0; w<Num_walls; w++) {
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for (int w=0; w<Num_walls; w++) {
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if ((Walls[CountedWalls[w].wallnum].segnum != CountedWalls[w].segnum) ||
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(Walls[CountedWalls[w].wallnum].sidenum != CountedWalls[w].sidenum)) {
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sprintf( Message, "Unmatched wall detected\nDo you wish to correct it?\n");
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@ -1051,7 +1044,7 @@ int check_walls()
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}
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trigger_count = 0;
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for (w1=0; w1<wall_count; w1++) {
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for (int w1=0; w1<wall_count; w1++) {
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if (Walls[w1].trigger != -1) trigger_count++;
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}
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@ -1071,12 +1064,10 @@ int check_walls()
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int delete_all_walls()
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{
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char Message[DIAGNOSTIC_MESSAGE_MAX];
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int seg, side;
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sprintf( Message, "Are you sure that walls are hosed so\n badly that you want them ALL GONE!?\n");
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if (ui_messagebox( -2, -2, 2, Message, "YES!", "No" )==1) {
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for (seg=0;seg<=Highest_segment_index;seg++)
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for (side=0;side<MAX_SIDES_PER_SEGMENT;side++)
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for (int seg=0;seg<=Highest_segment_index;seg++)
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for (int side=0;side<MAX_SIDES_PER_SEGMENT;side++)
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Segments[seg].sides[side].wall_num = wall_none;
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Num_walls=0;
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Num_triggers=0;
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@ -1123,14 +1114,14 @@ void copy_group_walls(int old_group, int new_group)
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group::segment_array_type_t::const_iterator bo = GroupList[old_group].segments.begin();
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group::segment_array_type_t::const_iterator bn = GroupList[new_group].segments.begin();
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group::segment_array_type_t::const_iterator eo = GroupList[old_group].segments.end();
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int j,old_seg, new_seg;
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int old_seg, new_seg;
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for (; bo != eo; ++bo, ++bn)
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{
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old_seg = *bo;
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new_seg = *bn;
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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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if (Segments[old_seg].sides[j].wall_num != wall_none) {
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Segments[new_seg].sides[j].wall_num = Num_walls;
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copy_old_wall_data_to_new(Segments[old_seg].sides[j].wall_num, Num_walls);
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@ -1150,7 +1141,6 @@ int Validate_walls=1;
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// Make sure all wall/segment connections are valid.
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void check_wall_validity(void)
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{
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int i, j;
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int sidenum;
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sbyte wall_flags[MAX_WALLS];
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@ -1176,12 +1166,12 @@ void check_wall_validity(void)
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}
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}
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for (i=0; i<MAX_WALLS; i++)
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for (int i=0; i<MAX_WALLS; i++)
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wall_flags[i] = 0;
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for (i=0; i<=Highest_segment_index; i++) {
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for (int i=0; i<=Highest_segment_index; i++) {
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if (Segments[i].segnum != segment_none)
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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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// Check walls
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auto wall_num = Segments[i].sides[j].wall_num;
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if (wall_num != wall_none) {
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