fixed missing automap side colors; re-added lost cheat; cleaned code to avoid warnings
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@ -184,6 +184,8 @@ void automap_build_edge_list(void);
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extern vms_vector Matrix_scale; //how the matrix is currently scaled
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extern void gr_toggle_fullscreen_game();
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# define automap_draw_line g3_draw_line
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void automap_clear_visited()
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@ -245,7 +247,7 @@ void modex_print_message(int x, int y, char *str)
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for (i=0; i<2; i++ ) {
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gr_set_current_canvas(&Pages[i]);
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#endif
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modex_printf(x, y, str, GFONT_MEDIUM_1,Green_31);
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modex_printf(x, y, str, (grs_font *)GFONT_MEDIUM_1,Green_31);
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#ifndef AUTOMAP_DIRECT_RENDER
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}
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@ -577,7 +579,16 @@ void do_automap( int key_code ) {
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if (leave_mode==0)
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done = 1;
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break;
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case KEY_ALTED+KEY_F: // Alt+F shows full map, if cheats enabled
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if (Cheats_enabled)
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{
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uint t;
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t = Players[Player_num].flags;
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Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL_CHEAT;
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automap_build_edge_list();
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Players[Player_num].flags=t;
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}
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break;
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#ifndef NDEBUG
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case KEY_DEBUGGED+KEY_F: {
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for (i=0; i<=Highest_segment_index; i++ )
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@ -902,8 +913,10 @@ void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, in
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Highest_edge_index = e - Edges;
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Num_edges++;
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} else {
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if ( color != Wall_normal_color )
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e->color = color;
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if ( e->num_faces < 4 ) {
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e->sides[e->num_faces] = side;
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e->sides[e->num_faces] = side;
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e->segnum[e->num_faces] = segnum;
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e->num_faces++;
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}
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