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Mapster32: in quick tile selection [G], if tile is nonexistent, revert it.
git-svn-id: https://svn.eduke32.com/eduke32@3698 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 9 additions and 3 deletions
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@ -6258,14 +6258,20 @@ static void Keys3d(void)
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{
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if (ASSERT_AIMING)
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{
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int32_t aiming_at_sprite = AIMING_AT_SPRITE, osearchwall=searchwall;
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int16_t *picnumptr = AIMING_AT_WALL_OR_MASK ? &AIMED_SELOVR_PICNUM : &AIMED_CF_SEL(picnum);
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int16_t *const picnumptr = AIMING_AT_WALL_OR_MASK ? &AIMED_SELOVR_PICNUM : &AIMED_CF_SEL(picnum);
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const int32_t aiming_at_sprite = AIMING_AT_SPRITE;
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const int32_t opicnum = *picnumptr, osearchwall = searchwall;
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static const char *Typestr_tmp[5] = { "Wall", "Sector ceiling", "Sector floor", "Sprite", "Masked wall" };
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Bsprintf(tempbuf, "%s picnum: ", Typestr_tmp[searchstat]);
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getnumberptr256(tempbuf, picnumptr, sizeof(int16_t), MAXTILES-1, 0+2, NULL);
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if (*picnumptr != AIMED_CF_SEL(picnum))
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Bassert((unsigned)*picnumptr < MAXTILES);
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if (!tile_exists(*picnumptr))
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*picnumptr = opicnum;
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if (*picnumptr != opicnum)
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asksave = 1;
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// need to use the old value because aiming might have changed in getnumberptr256
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