Fix up some minor issues with the special node editing dialog
- Also: merge "nuke monsters" and "destroy monster" nodes, since the action of the "destroy monster" node isn't what it sounds like; now it simply destroys a single monster on a specific space
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@@ -495,6 +495,36 @@ void cLedGroup::draw(){
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void cButton::setBtnType(eBtnType newType){
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if(type == BTN_LED || newType == BTN_LED) return; // can't change type
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type = newType;
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switch(newType) {
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case BTN_SM:
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frame.width() = 23;
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frame.height() = 23;
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break;
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case BTN_REG: case BTN_DONE:
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case BTN_LEFT: case BTN_RIGHT:
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case BTN_UP: case BTN_DOWN:
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frame.width() = 63;
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frame.height() = 23;
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break;
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case BTN_LG:
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frame.width() = 102;
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frame.height() = 23;
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break;
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case BTN_HELP:
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frame.width() = 16;
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frame.height() = 13;
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break;
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case BTN_TALL:
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case BTN_TRAIT:
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frame.width() = 63;
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frame.height() = 40;
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break;
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case BTN_PUSH:
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frame.width() = 30;
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frame.height() = 30;
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break;
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}
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}
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eBtnType cButton::getBtnType(){
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