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Fixed, Map Analysis mode, Check Stuck Things: in some cases the check returned false-negative results.
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2 changed files with 4 additions and 1 deletions
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@ -152,6 +152,9 @@ namespace CodeImp.DoomBuilder.Config
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bool t1ignoreflagset = flaggrp.Value.invert ? !t1.Flags[flaggrp.Key] : t1.Flags[flaggrp.Key];
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bool t1ignoreflagset = flaggrp.Value.invert ? !t1.Flags[flaggrp.Key] : t1.Flags[flaggrp.Key];
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bool t2ignoreflagset = flaggrp.Value.invert ? !t2.Flags[flaggrp.Key] : t2.Flags[flaggrp.Key];
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bool t2ignoreflagset = flaggrp.Value.invert ? !t2.Flags[flaggrp.Key] : t2.Flags[flaggrp.Key];
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// Can be ignored?
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if(!t1ignoreflagset && !t2ignoreflagset && flaggrp.Value.IgnoreGroupWhenUnset) continue;
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// Can't compare...
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// Can't compare...
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if(!t1ignoreflagset || !t2ignoreflagset) return 0;
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if(!t1ignoreflagset || !t2ignoreflagset) return 0;
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}
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}
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@ -221,7 +221,7 @@ namespace CodeImp.DoomBuilder.BuilderModes
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// Checks if the flags of two things overlap (i.e. if they show up at the same time)
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// Checks if the flags of two things overlap (i.e. if they show up at the same time)
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private static bool FlagsOverlap(Thing t1, Thing t2)
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private static bool FlagsOverlap(Thing t1, Thing t2)
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{
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{
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if (General.Map.Config.ThingFlagsCompare.Count < 1) return false; //mxd. Bail out if no settings...
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if(General.Map.Config.ThingFlagsCompare.Count < 1) return true; //mxd. Otherwise, no things will ever overlap when ThingFlagsCompare is empty
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int overlappinggroups = 0;
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int overlappinggroups = 0;
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// Go through all flags in all groups and check if they overlap
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// Go through all flags in all groups and check if they overlap
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