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https://github.com/TerryCavanagh/VVVVVV.git
synced 2025-01-09 10:29:45 +01:00
Fix brace style and spacing in custom loadlevel()
I don't know who wrote this code originally, but it's extremely obvious that it was a different person than who wrote the rest of the code. Anyway, I fixed the spacing and braces so everything is smushed together less.
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ccb3d6e974
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1 changed files with 60 additions and 50 deletions
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@ -1626,27 +1626,29 @@ void mapclass::loadlevel(int rx, int ry)
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}
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const edlevelclass& room = *room_ptr;
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game.customcol=ed.getlevelcol(curlevel)+1;
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obj.customplatformtile=game.customcol*12;
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switch(room.tileset){
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case 0: //Space Station
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game.customcol = ed.getlevelcol(curlevel) + 1;
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obj.customplatformtile = game.customcol * 12;
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switch (room.tileset)
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{
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case 0: // Space Station
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tileset = 0;
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background = 1;
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break;
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case 1: //Outside
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case 1: // Outside
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tileset = 1;
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background = 1;
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break;
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case 2: //Lab
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case 2: // Lab
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tileset = 1;
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background = 2;
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graphics.rcol = room.tilecol;
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break;
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case 3: //Warp Zone/intermission
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case 3: // Warp Zone/intermission
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tileset = 1;
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background = 6;
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break;
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case 4://Ship
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case 4: // Ship
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tileset = 1;
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background = 1;
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break;
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@ -1656,27 +1658,30 @@ void mapclass::loadlevel(int rx, int ry)
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break;
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}
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//If screen warping, then override all that:
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// If screen warping, then override all that:
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bool redrawbg = game.roomx != game.prevroomx || game.roomy != game.prevroomy;
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if(redrawbg){
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if (redrawbg)
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{
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graphics.backgrounddrawn = false;
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}
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switch (room.warpdir)
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{
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case 1:
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warpx=true;
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background=3;
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graphics.rcol = ed.getwarpbackground(rx-100,ry-100);
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warpx = true;
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background = 3;
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graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
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break;
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case 2:
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warpy=true;
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background=4;
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graphics.rcol = ed.getwarpbackground(rx-100,ry-100);
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warpy = true;
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background = 4;
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graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
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break;
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case 3:
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warpx=true; warpy=true;
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warpx = true;
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warpy = true;
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background = 5;
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graphics.rcol = ed.getwarpbackground(rx-100,ry-100);
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graphics.rcol = ed.getwarpbackground(rx - 100, ry - 100);
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break;
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}
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@ -1689,18 +1694,21 @@ void mapclass::loadlevel(int rx, int ry)
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roomtexton = false;
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roomtext.clear();
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//Entities have to be created HERE, akwardly
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int tempcheckpoints=0;
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int tempscriptbox=0;
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for(size_t edi=0; edi<edentity.size(); edi++){
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//If entity is in this room, create it
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// Entities have to be created HERE, akwardly
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int tempcheckpoints = 0;
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int tempscriptbox = 0;
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for (size_t edi = 0; edi < edentity.size(); edi++)
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{
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// If entity is in this room, create it
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const edentities& ent = edentity[edi];
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const int tsx = ent.x / 40;
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const int tsy = ent.y / 30;
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if (tsx != rx-100 || tsy != ry-100)
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{
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continue;
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}
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const int ex = (ent.x % 40) * 8;
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const int ey = (ent.y % 30) * 8;
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@ -1727,46 +1735,49 @@ void mapclass::loadlevel(int rx, int ry)
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}
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}
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switch(ent.t){
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case 1: //Enemies
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obj.customenemy=room.enemytype;
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obj.createentity(ex, ey, 56,
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ent.p1, 4, bx1, by1, bx2, by2);
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switch (ent.t)
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{
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case 1: // Enemies
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obj.customenemy = room.enemytype;
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obj.createentity(ex, ey, 56, ent.p1, 4, bx1, by1, bx2, by2);
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break;
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case 2: //Platforms and conveyors
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if(ent.p1<=4){
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obj.createentity(ex, ey, 2,
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ent.p1, room.platv, bx1, by1, bx2, by2);
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}else if(ent.p1 >= 5 && ent.p1 <= 8){ // Conveyor
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obj.createentity(ex, ey, 2,
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ent.p1 + 3, 4);
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case 2: // Platforms and conveyors
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if (ent.p1 <= 4)
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{
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obj.createentity(ex, ey, 2, ent.p1, room.platv, bx1, by1, bx2, by2);
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}
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else if (ent.p1 >= 5 && ent.p1 <= 8) // Conveyor
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{
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obj.createentity(ex, ey, 2, ent.p1 + 3, 4);
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}
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break;
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case 3: //Disappearing platforms
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case 3: // Disappearing platforms
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obj.createentity(ex, ey, 3);
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break;
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case 9: // Trinkets
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obj.createentity(ex, ey, 9, ed.findtrinket(edi));
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break;
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case 10: //Checkpoints
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obj.createentity(ex, ey, 10,
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ent.p1, ((rx+(ry*100))*20)+tempcheckpoints);
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case 10: // Checkpoints
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obj.createentity(ex, ey, 10, ent.p1, (rx + ry*100) * 20 + tempcheckpoints);
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tempcheckpoints++;
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break;
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case 11: //Gravity Lines
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if(ent.p1==0){ //Horizontal
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case 11: // Gravity Lines
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if (ent.p1 == 0) //Horizontal
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{
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obj.createentity(ent.p2 * 8, ey + 4, 11, ent.p3);
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}else{ //Vertical
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}
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else //Vertical
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{
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obj.createentity(ex + 3, ent.p2 * 8, 12, ent.p3);
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}
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break;
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case 13: //Warp Tokens
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case 13: // Warp Tokens
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obj.createentity(ex, ey, 13, ent.p1, ent.p2);
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break;
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case 15: //Collectable crewmate
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case 15: // Collectable crewmate
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obj.createentity(ex - 4, ey + 1, 55, ed.findcrewmate(edi), ent.p1, ent.p2);
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break;
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case 17: //Roomtext!
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case 17: // Roomtext!
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{
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roomtexton = true;
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Roomtext text;
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@ -1776,7 +1787,7 @@ void mapclass::loadlevel(int rx, int ry)
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roomtext.push_back(text);
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break;
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}
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case 18: //Terminals
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case 18: // Terminals
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{
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obj.customscript = ent.scriptname;
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@ -1801,13 +1812,12 @@ void mapclass::loadlevel(int rx, int ry)
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case 19: //Script Box
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if (INBOUNDS_ARR(tempscriptbox, game.customscript))
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{
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game.customscript[tempscriptbox]=ent.scriptname;
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game.customscript[tempscriptbox] = ent.scriptname;
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}
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obj.createblock(TRIGGER, ex, ey,
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ent.p1*8, ent.p2*8, 300+tempscriptbox, "custom_" + ent.scriptname);
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obj.createblock(TRIGGER, ex, ey, ent.p1 * 8, ent.p2 * 8, 300 + tempscriptbox, "custom_" + ent.scriptname);
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tempscriptbox++;
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break;
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case 50: //Warp Lines
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case 50: // Warp Lines
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obj.customwarpmode=true;
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switch (ent.p1)
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{
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