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732d9bc710
This can only happen with UDMF, and since UDMF is restricted to GL nodes, there's no need for a non-GL version of these nodes. - Added additional debug output. - Remove the outdated zdbsp.vcproj project file. SVN r3981 (trunk)
274 lines
4.2 KiB
C
274 lines
4.2 KiB
C
#ifndef __DOOMDATA_H__
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#define __DOOMDATA_H__
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#ifdef _MSC_VER
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#pragma once
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#endif
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#include "tarray.h"
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enum
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{
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BOXTOP, BOXBOTTOM, BOXLEFT, BOXRIGHT
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};
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struct UDMFKey
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{
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const char *key;
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const char *value;
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};
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struct MapVertex
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{
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short x, y;
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};
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struct WideVertex
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{
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fixed_t x, y;
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int index;
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};
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struct MapSideDef
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{
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short textureoffset;
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short rowoffset;
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char toptexture[8];
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char bottomtexture[8];
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char midtexture[8];
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WORD sector;
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};
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struct IntSideDef
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{
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// the first 5 values are only used for binary format maps
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short textureoffset;
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short rowoffset;
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char toptexture[8];
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char bottomtexture[8];
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char midtexture[8];
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int sector;
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TArray<UDMFKey> props;
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};
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struct MapLineDef
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{
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WORD v1;
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WORD v2;
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short flags;
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short special;
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short tag;
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WORD sidenum[2];
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};
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struct MapLineDef2
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{
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WORD v1;
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WORD v2;
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short flags;
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unsigned char special;
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unsigned char args[5];
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WORD sidenum[2];
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};
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struct IntLineDef
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{
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DWORD v1;
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DWORD v2;
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int flags;
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int special;
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int args[5];
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DWORD sidenum[2];
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TArray<UDMFKey> props;
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};
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struct MapSector
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{
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short floorheight;
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short ceilingheight;
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char floorpic[8];
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char ceilingpic[8];
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short lightlevel;
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short special;
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short tag;
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};
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struct IntSector
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{
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// none of the sector properties are used by the node builder
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// so there's no need to store them in their expanded form for
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// UDMF. Just storing the UDMF keys and leaving the binary fields
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// empty is enough
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MapSector data;
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TArray<UDMFKey> props;
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};
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struct MapSubsector
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{
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WORD numlines;
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WORD firstline;
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};
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struct MapSubsectorEx
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{
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DWORD numlines;
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DWORD firstline;
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};
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struct MapSeg
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{
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WORD v1;
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WORD v2;
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WORD angle;
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WORD linedef;
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short side;
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short offset;
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};
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struct MapSegEx
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{
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DWORD v1;
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DWORD v2;
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WORD angle;
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WORD linedef;
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short side;
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short offset;
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};
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struct MapSegGL
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{
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WORD v1;
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WORD v2;
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WORD linedef;
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WORD side;
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WORD partner;
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};
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struct MapSegGLEx
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{
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DWORD v1;
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DWORD v2;
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DWORD linedef;
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WORD side;
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DWORD partner;
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};
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#define NF_SUBSECTOR 0x8000
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#define NFX_SUBSECTOR 0x80000000
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struct MapNode
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{
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short x,y,dx,dy;
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short bbox[2][4];
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WORD children[2];
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};
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struct MapNodeExO
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{
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short x,y,dx,dy;
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short bbox[2][4];
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DWORD children[2];
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};
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struct MapNodeEx
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{
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int x,y,dx,dy;
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short bbox[2][4];
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DWORD children[2];
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};
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struct MapThing
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{
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short x;
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short y;
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short angle;
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short type;
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short flags;
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};
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struct MapThing2
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{
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unsigned short thingid;
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short x;
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short y;
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short z;
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short angle;
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short type;
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short flags;
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char special;
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char args[5];
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};
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struct IntThing
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{
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unsigned short thingid;
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fixed_t x; // full precision coordinates for UDMF support
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fixed_t y;
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// everything else is not needed or has no extended form in UDMF
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short z;
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short angle;
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short type;
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short flags;
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char special;
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char args[5];
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TArray<UDMFKey> props;
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};
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struct IntVertex
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{
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TArray<UDMFKey> props;
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};
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struct FLevel
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{
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FLevel ();
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~FLevel ();
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WideVertex *Vertices; int NumVertices;
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TArray<IntVertex> VertexProps;
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TArray<IntSideDef> Sides;
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TArray<IntLineDef> Lines;
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TArray<IntSector> Sectors;
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TArray<IntThing> Things;
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MapSubsectorEx *Subsectors; int NumSubsectors;
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MapSegEx *Segs; int NumSegs;
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MapNodeEx *Nodes; int NumNodes;
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WORD *Blockmap; int BlockmapSize;
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BYTE *Reject; int RejectSize;
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MapSubsectorEx *GLSubsectors; int NumGLSubsectors;
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MapSegGLEx *GLSegs; int NumGLSegs;
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MapNodeEx *GLNodes; int NumGLNodes;
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WideVertex *GLVertices; int NumGLVertices;
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BYTE *GLPVS; int GLPVSSize;
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int NumOrgVerts;
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DWORD *OrgSectorMap; int NumOrgSectors;
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fixed_t MinX, MinY, MaxX, MaxY;
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TArray<UDMFKey> props;
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void FindMapBounds ();
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void RemoveExtraLines ();
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void RemoveExtraSides ();
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void RemoveExtraSectors ();
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int NumSides() const { return Sides.Size(); }
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int NumLines() const { return Lines.Size(); }
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int NumSectors() const { return Sectors.Size(); }
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int NumThings() const { return Things.Size(); }
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};
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const int BLOCKSIZE = 128;
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const int BLOCKFRACSIZE = BLOCKSIZE<<FRACBITS;
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const int BLOCKBITS = 7;
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const int BLOCKFRACBITS = FRACBITS+7;
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#endif //__DOOMDATA_H__
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