rendered paste bodygamevar I 0 0
gamevar J 0 0
gamevar K 0 0
gamevar L 0 0
gamevar M 0 0
gamevar A 0 0
gamevar B 0 0
gamevar C 0 0
gamevar D 0 0
gamevar E 0 0
gamevar DONE 0 0
gamevar PLAYERDONE 0 0
gamearray SWAPWALLS 16384
gamevar X1 0 0
gamevar Y1 0 0
gamevar CSTAT1 0 0
gamevar PICNUM1 0 0
gamevar OVERPICNUM1 0 0
gamevar SHADE1 0 0
gamevar PAL1 0 0
gamevar XREPEAT1 0 0
gamevar YREPEAT1 0 0
gamevar XPANNING1 0 0
gamevar YPANNING1 0 0
gamevar LOTAG1 0 0
gamevar HITAG1 0 0
gamevar EXTRA1 0 0
gamevar NEXTWALL1 0 0
gamevar NEXTSECTOR1 0 0
gamevar X2 0 0
gamevar Y2 0 0
gamevar CSTAT2 0 0
gamevar PICNUM2 0 0
gamevar OVERPICNUM2 0 0
gamevar SHADE2 0 0
gamevar PAL2 0 0
gamevar XREPEAT2 0 0
gamevar YREPEAT2 0 0
gamevar XPANNING2 0 0
gamevar YPANNING2 0 0
gamevar LOTAG2 0 0
gamevar HITAG2 0 0
gamevar EXTRA2 0 0
gamevar NEXTWALL2 0 0
gamevar NEXTSECTOR2 0 0
state swapwall
ifvarvarn J K {
getwall[J].x X1
getwall[J].y Y1
getwall[J].cstat CSTAT1
getwall[J].picnum PICNUM1
getwall[J].overpicnum OVERPICNUM1
getwall[J].shade SHADE1
getwall[J].pal PAL1
getwall[J].xrepeat XREPEAT1
getwall[J].yrepeat YREPEAT1
getwall[J].xpanning XPANNING1
getwall[J].ypanning YPANNING1
getwall[J].lotag LOTAG1
getwall[J].hitag HITAG1
getwall[J].extra EXTRA1
getwall[J].nextwall NEXTWALL1
getwall[J].nextsector NEXTSECTOR1
getwall[K].x X2
getwall[K].y Y2
getwall[K].cstat CSTAT2
getwall[K].picnum PICNUM2
getwall[K].overpicnum OVERPICNUM2
getwall[K].shade SHADE2
getwall[K].pal PAL2
getwall[K].xrepeat XREPEAT2
getwall[K].yrepeat YREPEAT2
getwall[K].xpanning XPANNING2
getwall[K].ypanning YPANNING2
getwall[K].lotag LOTAG2
getwall[K].hitag HITAG2
getwall[K].extra EXTRA2
getwall[K].nextwall NEXTWALL2
getwall[K].nextsector NEXTSECTOR2
setwall[J].x X2
setwall[J].y Y2
setwall[J].cstat CSTAT2
setwall[J].picnum PICNUM2
setwall[J].overpicnum OVERPICNUM2
setwall[J].shade SHADE2
setwall[J].pal PAL2
setwall[J].xrepeat XREPEAT2
setwall[J].yrepeat YREPEAT2
setwall[J].xpanning XPANNING2
setwall[J].ypanning YPANNING2
setwall[J].lotag LOTAG2
setwall[J].hitag HITAG2
setwall[J].extra EXTRA2
setwall[J].nextwall NEXTWALL2
setwall[J].nextsector NEXTSECTOR2
setwall[K].x X1
setwall[K].y Y1
setwall[K].cstat CSTAT1
setwall[K].picnum PICNUM1
setwall[K].overpicnum OVERPICNUM1
setwall[K].shade SHADE1
setwall[K].pal PAL1
setwall[K].xrepeat XREPEAT1
setwall[K].yrepeat YREPEAT1
setwall[K].xpanning XPANNING1
setwall[K].ypanning YPANNING1
setwall[K].lotag LOTAG1
setwall[K].hitag HITAG1
setwall[K].extra EXTRA1
setwall[K].nextwall NEXTWALL1
setwall[K].nextsector NEXTSECTOR1
}
ends
onevent EVENT_LOADACTOR
{
ifvare DONE 0
{
setvar I 0
whilevarn I 16384
{
getactor[I].x A
mulvar A -1
setactor[I].x A
getactor[I].ang A
ifvarg A 1024
{
setvar B 1536
} else {
setvar B 512
}
subvarvar B A
mulvar B 2
addvarvar A B
setactor[I].ang A
addvar I 1
}
setvar I 0
whilevarvarn I NUMWALLS
{
getwall[I].x A
mulvar A -1
setwall[I].x A
setarray SWAPWALLS[I] -1
addvar I 1
}
setvar I 0
whilevarvarn I NUMWALLS
{
setvarvar A I
getwall[I].point2 B
setvarvar K I
whilevarvarn A B
{
addvar K 1
getwall[K].point2 B
}
setvarvar A K
setvarvar J I
setvarvar L K
subvarvar L J
divvar L 2
addvar J 1
whilevarn L 0
{
state swapwall
setarray SWAPWALLS[J] K
setarray SWAPWALLS[K] J
addvar J 1
addvar K -1
addvar L -1
}
setvarvar J I
whilevarvarn I A
{
setvarvar K I
addvar K 1
getwall[J].x B
getwall[J].y C
getwall[K].x D
getwall[K].y E
setwall[J].x D
setwall[J].y E
setwall[K].x B
setwall[K].y C
addvar I 1
}
addvar I 1
}
setvar I 0
whilevarvarn I NUMWALLS
{
getwall[I].nextwall A
ifvarn A -1
ifvarn SWAPWALLS[A] -1
setwall[I].nextwall SWAPWALLS[A]
addvar I 1
}
setvar DONE 1
}
}
endevent