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Fixed rare potential crash when raising/lowering floors/ceiling to the closed neighbor
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parent
a373421abd
commit
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1 changed files with 8 additions and 8 deletions
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@ -2457,12 +2457,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if (target.picked is VisualFloor)
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if (target.picked is VisualFloor)
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{
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{
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VisualFloor vf = (VisualFloor)target.picked;
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VisualFloor vf = (VisualFloor)target.picked;
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floors.Add(vf.Level.sector, vf);
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floors[vf.Level.sector] = vf;
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}
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}
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else if (target.picked is VisualCeiling)
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else if (target.picked is VisualCeiling)
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{
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{
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VisualCeiling vc = (VisualCeiling)target.picked;
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VisualCeiling vc = (VisualCeiling)target.picked;
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ceilings.Add(vc.Level.sector, vc);
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ceilings[vc.Level.sector] = vc;
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}
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}
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else if (target.picked is BaseVisualThing)
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else if (target.picked is BaseVisualThing)
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{
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{
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@ -2476,12 +2476,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if (i is VisualFloor)
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if (i is VisualFloor)
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{
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{
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VisualFloor vf = (VisualFloor)i;
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VisualFloor vf = (VisualFloor)i;
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floors.Add(vf.Level.sector, vf);
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floors[vf.Level.sector] = vf;
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}
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}
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else if (i is VisualCeiling)
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else if (i is VisualCeiling)
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{
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{
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VisualCeiling vc = (VisualCeiling)i;
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VisualCeiling vc = (VisualCeiling)i;
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ceilings.Add(vc.Level.sector, vc);
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ceilings[vc.Level.sector] = vc;
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}
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}
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else if (i is BaseVisualThing)
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else if (i is BaseVisualThing)
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{
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{
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@ -2698,12 +2698,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if (target.picked is VisualFloor)
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if (target.picked is VisualFloor)
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{
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{
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VisualFloor vf = (VisualFloor)target.picked;
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VisualFloor vf = (VisualFloor)target.picked;
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floors.Add(vf.Level.sector, vf);
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floors[vf.Level.sector] = vf;
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}
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}
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else if (target.picked is VisualCeiling)
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else if (target.picked is VisualCeiling)
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{
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{
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VisualCeiling vc = (VisualCeiling)target.picked;
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VisualCeiling vc = (VisualCeiling)target.picked;
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ceilings.Add(vc.Level.sector, vc);
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ceilings[vc.Level.sector] = vc;
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}
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}
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else if (target.picked is BaseVisualThing)
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else if (target.picked is BaseVisualThing)
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{
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{
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@ -2717,12 +2717,12 @@ namespace CodeImp.DoomBuilder.BuilderModes
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if (i is VisualFloor)
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if (i is VisualFloor)
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{
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{
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VisualFloor vf = (VisualFloor)i;
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VisualFloor vf = (VisualFloor)i;
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floors.Add(vf.Level.sector, vf);
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floors[vf.Level.sector] = vf;
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}
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}
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else if (i is VisualCeiling)
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else if (i is VisualCeiling)
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{
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{
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VisualCeiling vc = (VisualCeiling)i;
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VisualCeiling vc = (VisualCeiling)i;
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ceilings.Add(vc.Level.sector, vc);
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ceilings[vc.Level.sector] = vc;
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}
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}
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else if (i is BaseVisualThing)
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else if (i is BaseVisualThing)
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{
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{
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