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Add NUM_LEVELS
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@ -5,7 +5,8 @@ enum eLevelName {
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LEVEL_GENERIC = 0,
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LEVEL_INDUSTRIAL,
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LEVEL_COMMERCIAL,
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LEVEL_SUBURBAN
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LEVEL_SUBURBAN,
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NUM_LEVELS
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};
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class CGame
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@ -33,7 +33,7 @@
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CColPoint gaTempSphereColPoints[MAX_COLLISION_POINTS];
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CPtrList CWorld::ms_bigBuildingsList[4];
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CPtrList CWorld::ms_bigBuildingsList[NUM_LEVELS];
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CPtrList CWorld::ms_listMovingEntityPtrs;
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CSector CWorld::ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
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uint16 CWorld::ms_nCurrentScanCode;
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@ -1745,13 +1745,13 @@ CWorld::ShutDown(void)
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pSector->m_lists[ENTITYLIST_DUMMIES_OVERLAP].Flush();
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#endif
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}
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for(int32 i = 0; i < 4; i++) {
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for(CPtrNode *pNode = GetBigBuildingList((eLevelName)i).first; pNode; pNode = pNode->next) {
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for(int32 i = 0; i < NUM_LEVELS; i++) {
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for(CPtrNode *pNode = ms_bigBuildingsList[i].first; pNode; pNode = pNode->next) {
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CEntity *pEntity = (CEntity *)pNode->item;
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// Maybe remove from world here?
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delete pEntity;
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}
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GetBigBuildingList((eLevelName)i).Flush();
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ms_bigBuildingsList[i].Flush();
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}
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for(int i = 0; i < NUMSECTORS_X * NUMSECTORS_Y; i++) {
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CSector *pSector = GetSector(i % NUMSECTORS_X, i / NUMSECTORS_Y);
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@ -55,7 +55,7 @@ struct CStoredCollPoly;
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class CWorld
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{
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static CPtrList ms_bigBuildingsList[4];
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static CPtrList ms_bigBuildingsList[NUM_LEVELS];
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static CPtrList ms_listMovingEntityPtrs;
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static CSector ms_aSectors[NUMSECTORS_Y][NUMSECTORS_X];
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static uint16 ms_nCurrentScanCode;
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