- removed most global references to the tag manager by routing most access to FLevelocals.
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9f8dd66189
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7e9340f3b7
33 changed files with 291 additions and 262 deletions
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@ -1520,7 +1520,7 @@ FUNC(LS_Thing_Destroy)
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while (actor)
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{
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AActor *temp = iterator.Next ();
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if (actor->flags & MF_SHOOTABLE && tagManager.SectorHasTag(actor->Sector, arg2))
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if (actor->flags & MF_SHOOTABLE && Level->SectorHasTag(actor->Sector, arg2))
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P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None);
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actor = temp;
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}
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@ -1533,7 +1533,7 @@ FUNC(LS_Thing_Destroy)
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while (actor)
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{
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AActor *temp = iterator.Next ();
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if (actor->flags & MF_SHOOTABLE && (arg2 == 0 || tagManager.SectorHasTag(actor->Sector, arg2)))
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if (actor->flags & MF_SHOOTABLE && (arg2 == 0 || Level->SectorHasTag(actor->Sector, arg2)))
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P_DamageMobj (actor, NULL, it, arg1 ? TELEFRAG_DAMAGE : actor->health, NAME_None);
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actor = temp;
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}
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@ -2194,7 +2194,7 @@ FUNC(LS_Sector_ChangeSound)
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return false;
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rtn = false;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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while ((secNum = itr.Next()) >= 0)
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{
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Level->sectors[secNum].seqType = arg1;
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@ -2213,7 +2213,7 @@ FUNC(LS_Sector_ChangeFlags)
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return false;
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rtn = false;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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// exclude protected flags
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arg1 &= ~SECF_NOMODIFY;
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arg2 &= ~SECF_NOMODIFY;
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@ -2262,7 +2262,7 @@ FUNC(LS_Sector_SetTranslucent)
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if (arg0 != 0)
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{
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int secnum;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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while ((secnum = itr.Next()) >= 0)
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{
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Level->sectors[secnum].SetAlpha(arg1, clamp(arg2, 0, 255) / 255.);
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@ -2278,7 +2278,7 @@ FUNC(LS_Sector_SetLink)
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{
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if (arg0 != 0) // control tag == 0 is for static initialization and must not be handled here
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{
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int control = P_FindFirstSectorFromTag(arg0);
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int control = level.FindFirstSectorFromTag(arg0);
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if (control >= 0)
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{
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return P_AddSectorLinks(&Level->sectors[control], arg1, arg2, arg3);
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@ -2379,7 +2379,7 @@ FUNC(LS_Sector_SetDamage)
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// problems by adding an unwanted constructor.
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// Since it doesn't really matter whether the type is translated
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// here or in P_PlayerInSpecialSector I think it's the best solution.
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2418,7 +2418,7 @@ FUNC(LS_Sector_SetGravity)
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arg2 = 99;
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gravity = (double)arg1 + (double)arg2 * 0.01;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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Level->sectors[secnum].gravity = gravity;
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@ -2429,7 +2429,7 @@ FUNC(LS_Sector_SetGravity)
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FUNC(LS_Sector_SetColor)
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// Sector_SetColor (tag, r, g, b, desaturate)
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{
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2442,7 +2442,7 @@ FUNC(LS_Sector_SetColor)
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FUNC(LS_Sector_SetFade)
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// Sector_SetFade (tag, r, g, b)
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{
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2457,7 +2457,7 @@ FUNC(LS_Sector_SetCeilingPanning)
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double xofs = arg1 + arg2 / 100.;
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double yofs = arg3 + arg4 / 100.;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2473,7 +2473,7 @@ FUNC(LS_Sector_SetFloorPanning)
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double xofs = arg1 + arg2 / 100.;
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double yofs = arg3 + arg4 / 100.;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2494,7 +2494,7 @@ FUNC(LS_Sector_SetFloorScale)
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if (yscale)
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yscale = 1. / yscale;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2517,7 +2517,7 @@ FUNC(LS_Sector_SetCeilingScale)
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if (yscale)
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yscale = 1. / yscale;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2539,7 +2539,7 @@ FUNC(LS_Sector_SetFloorScale2)
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if (yscale)
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yscale = 1. / yscale;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2561,7 +2561,7 @@ FUNC(LS_Sector_SetCeilingScale2)
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if (yscale)
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yscale = 1. / yscale;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2579,7 +2579,7 @@ FUNC(LS_Sector_SetRotation)
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DAngle ceiling = (double)arg2;
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DAngle floor = (double)arg1;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -2594,7 +2594,7 @@ FUNC(LS_Line_AlignCeiling)
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{
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bool ret = 0;
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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@ -2608,7 +2608,7 @@ FUNC(LS_Line_AlignFloor)
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{
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bool ret = 0;
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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@ -2627,7 +2627,7 @@ FUNC(LS_Line_SetTextureOffset)
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if (arg0 == 0 || arg3 < 0 || arg3 > 1)
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return false;
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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@ -2682,7 +2682,7 @@ FUNC(LS_Line_SetTextureScale)
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if (arg0 == 0 || arg3 < 0 || arg3 > 1)
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return false;
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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@ -2756,7 +2756,7 @@ FUNC(LS_Line_SetBlocking)
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if (arg2 & 1) clearflags |= flagtrans[i];
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}
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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@ -2788,7 +2788,7 @@ FUNC(LS_Line_SetAutomapFlags)
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if (arg2 & 1) clearflags |= flagtrans[i];
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}
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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@ -2803,7 +2803,7 @@ FUNC(LS_Line_SetAutomapStyle)
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{
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if (arg1 < AMLS_COUNT && arg1 >= 0)
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{
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int line;
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while ((line = itr.Next()) >= 0)
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{
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@ -3103,7 +3103,7 @@ FUNC(LS_SetPlayerProperty)
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FUNC(LS_TranslucentLine)
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// TranslucentLine (id, amount, type)
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{
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int linenum;
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while ((linenum = itr.Next()) >= 0)
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{
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@ -3233,7 +3233,7 @@ FUNC(LS_ClearForceField)
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{
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bool rtn = false;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int secnum;
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while ((secnum = itr.Next()) >= 0)
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{
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@ -3409,7 +3409,7 @@ FUNC(LS_Sector_SetPlaneReflection)
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// Sector_SetPlaneReflection (tag, floor, ceiling)
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{
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int secnum;
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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while ((secnum = itr.Next()) >= 0)
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{
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@ -3450,7 +3450,7 @@ FUNC(LS_Sector_SetFloorGlow)
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int secnum;
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PalEntry color(arg2, arg3, arg4);
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if (arg1 < 0) color = -1; // negative height invalidates the glow.
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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while ((secnum = itr.Next()) >= 0)
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{
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@ -3467,7 +3467,7 @@ FUNC(LS_Sector_SetCeilingGlow)
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int secnum;
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PalEntry color(arg2, arg3, arg4);
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if (arg1 < 0) color = -1; // negative height invalidates the glow.
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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while ((secnum = itr.Next()) >= 0)
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{
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@ -3481,7 +3481,7 @@ FUNC(LS_Sector_SetCeilingGlow)
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FUNC(LS_Line_SetHealth)
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// Line_SetHealth(id, health)
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{
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FLineIdIterator itr(arg0);
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auto itr = Level->GetLineIdIterator(arg0);
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int l;
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if (arg1 < 0)
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@ -3500,7 +3500,7 @@ FUNC(LS_Line_SetHealth)
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FUNC(LS_Sector_SetHealth)
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// Sector_SetHealth(id, part, health)
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{
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FSectorTagIterator itr(arg0);
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auto itr = Level->GetSectorTagIterator(arg0);
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int s;
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if (arg2 < 0)
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