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On second thought, let's only delete BLOCKMAP and REJECT before nodebuilding.
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@ -1368,8 +1368,8 @@ namespace CodeImp.DoomBuilder
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//so it will just stay there, possibly messing things up)
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//so it will just stay there, possibly messing things up)
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if(group.Value.NodeBuild && (!glnodesonly || group.Key.ToUpperInvariant().StartsWith("GL_"))) continue;
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if(group.Value.NodeBuild && (!glnodesonly || group.Key.ToUpperInvariant().StartsWith("GL_"))) continue;
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//Skip lumps that aren't required.
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//SRB2: Skip BLOCKMAP and REJECT to prevent outdated data from persisting.
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if (!group.Value.Required) continue;
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if (General.Map.SRB2 && (group.Key.ToUpperInvariant() == "BLOCKMAP" || group.Key.ToUpperInvariant() == "REJECT")) continue;
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string lumpname = group.Key;
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string lumpname = group.Key;
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if(lumpname == CONFIG_MAP_HEADER) lumpname = mapname;
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if(lumpname == CONFIG_MAP_HEADER) lumpname = mapname;
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