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Make sure seg/node arrays are invalidated in LUA_InvalidateLevel
(I'll fix sector.lines and ffloors and other things I missed in the public repo)
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@ -416,6 +416,14 @@ void LUA_InvalidateLevel(void)
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LUA_InvalidateUserdata(&sides[i]);
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LUA_InvalidateUserdata(&sides[i]);
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for (i = 0; i < numvertexes; i++)
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for (i = 0; i < numvertexes; i++)
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LUA_InvalidateUserdata(&vertexes[i]);
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LUA_InvalidateUserdata(&vertexes[i]);
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for (i = 0; i < numsegs; i++)
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LUA_InvalidateUserdata(&segs[i]);
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for (i = 0; i < numnodes; i++)
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{
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LUA_InvalidateUserdata(&nodes[i]);
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LUA_InvalidateUserdata(nodes[i].bbox);
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LUA_InvalidateUserdata(nodes[i].children);
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}
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}
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}
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void LUA_InvalidateMapthings(void)
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void LUA_InvalidateMapthings(void)
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