// Should be only one Polyobj_StartLine per Polyobject number
if(linesbytype.Value.Count>1)
SubmitResult(newResultInvalidPolyobjectLines(linesbytype.Value,"Several \""+Polyobj_StartLine+"\" actions have the same Polyobject Number assigned ("+linesbytype.Key+"). They won't function correctly ingame."));
SubmitResult(newResultInvalidPolyobjectLines(newList<Linedef>{linedef},"\""+Polyobj_StartLine+"\" action have non-existing Mirror Polyobject Number assigned ("+linedef.Args[1]+"). It won't function correctly ingame."));
if(linedef.Args[1]==linedef.Args[0])
SubmitResult(newResultInvalidPolyobjectLines(newList<Linedef>{linedef},"\""+Polyobj_StartLine+"\" action have the same Polyobject and Mirror Polyobject numbers assigned ("+linedef.Args[1]+"). It won't function correctly ingame."));
// The value of 0 can mean either "No mirror polyobj" or "Polyobj 0" here...
if(linedef.Args[2]>0)
{
if(!startspots.ContainsKey(linedef.Args[2]))
SubmitResult(newResultInvalidPolyobjectLines(newList<Linedef>{linedef},"\""+Polyobj_StartLine+"\" action have non-existing Mirror Polyobject Number assigned ("+linedef.Args[2]+"). It won't function correctly ingame."));
if(linedef.Args[2]==linedef.Args[0])
SubmitResult(newResultInvalidPolyobjectLines(newList<Linedef>{linedef},"\""+Polyobj_StartLine+"\" action have the same Polyobject and Mirror Polyobject numbers assigned ("+linedef.Args[2]+"). It won't function correctly ingame."));
SubmitResult(newResultInvalidPolyobjectThings(group.Value,"Several Polyobject Anchors target the same Polyobject Start Spot ("+group.Key+"). They won't function correctly ingame."));
}
// Check Polyobject Start Spots. These must connect 1 - 1.
SubmitResult(newResultInvalidPolyobjectThings(group.Value,"Polyobject Start "+(group.Value.Count>1?"Spots are not targeted":"Spot "+group.Key+" is not targeted")+" by any Polyobject Anchor"));
if(group.Value.Count>1)
SubmitResult(newResultInvalidPolyobjectThings(group.Value,"Several Polyobject Start Spots have the same Polyobject number ("+group.Key+"). They won't function correctly ingame."));