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automap: flashing key based switch (#294)
* flashing key based switch * add check for keyed switch * forgot else * remove check for closed door again * add comment
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@ -1472,9 +1472,13 @@ void AM_drawWalls(void)
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(lines[i].special>=GenLockedBase && lines[i].special<GenDoorBase))
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)
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{
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// Remove the closed door check for flashing keyed switches feature
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// from Crispy Doom.
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#if 0
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if ((lines[i].backsector->floorheight==lines[i].backsector->ceilingheight) ||
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(lines[i].frontsector->floorheight==lines[i].frontsector->ceilingheight))
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{
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#endif
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if (map_keyed_door_flash && (leveltime & 16))
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{
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AM_drawMline(&l, mapcolor_grid);
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@ -1502,8 +1506,10 @@ void AM_drawWalls(void)
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mapcolor_clsd? mapcolor_clsd : mapcolor_cchg);
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break;
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}
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#if 0
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}
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else AM_drawMline(&l, mapcolor_cchg); // open keyed door
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#endif
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}
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else if (lines[i].flags & ML_SECRET) // secret door
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{
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