Mass reformatting (space after keywords)
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@@ -34,8 +34,8 @@ void cTinyTown::append(legacy::tiny_tr_type& old, int town_num){
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for (i = 0; i < 32; i++)
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for (j = 0; j < 32; j++) {
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for(i = 0; i < 32; i++)
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for(j = 0; j < 32; j++) {
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_terrain[i][j] = old.terrain[i][j];
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_lighting[i / 8][j] = old.lighting[i / 8][j];
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if(scenario.ter_types[_terrain[i][j]].i == 3000) { // marker to indicate it used to be a special spot
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@@ -71,13 +71,13 @@ void cTinyTown::append(legacy::tiny_tr_type& old, int town_num){
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}
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}
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}
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for (i = 0; i < 16; i++) {
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for(i = 0; i < 16; i++) {
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_room_rect[i].top = old.room_rect[i].top;
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_room_rect[i].left = old.room_rect[i].left;
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_room_rect[i].bottom = old.room_rect[i].bottom;
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_room_rect[i].right = old.room_rect[i].right;
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}
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for (i = 0; i < 30; i++) {
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for(i = 0; i < 30; i++) {
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// _creatures[i].number = old.creatures[i].number;
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// _creatures[i].start_attitude = old.creatures[i].start_attitude;
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// _creatures[i].start_loc.x = old.creatures[i].start_loc.x;
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@@ -114,8 +114,8 @@ void cMedTown::append(legacy::ave_tr_type& old, int town_num){
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for (i = 0; i < 48; i++)
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for (j = 0; j < 48; j++) {
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for(i = 0; i < 48; i++)
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for(j = 0; j < 48; j++) {
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_terrain[i][j] = old.terrain[i][j];
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_lighting[i / 8][j] = old.lighting[i / 8][j];
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if(scenario.ter_types[_terrain[i][j]].i == 3000) { // marker to indicate it used to be a special spot
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@@ -151,13 +151,13 @@ void cMedTown::append(legacy::ave_tr_type& old, int town_num){
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}
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}
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}
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for (i = 0; i < 16; i++) {
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for(i = 0; i < 16; i++) {
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_room_rect[i].top = old.room_rect[i].top;
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_room_rect[i].left = old.room_rect[i].left;
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_room_rect[i].bottom = old.room_rect[i].bottom;
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_room_rect[i].right = old.room_rect[i].right;
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}
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for (i = 0; i < 40; i++) {
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for(i = 0; i < 40; i++) {
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// _creatures[i].number = old.creatures[i].number;
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// _creatures[i].start_attitude = old.creatures[i].start_attitude;
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// _creatures[i].start_loc.x = old.creatures[i].start_loc.x;
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@@ -194,8 +194,8 @@ void cBigTown::append(legacy::big_tr_type& old, int town_num){
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if(is_free) unused_special_slots.push_back(i);
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}
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}
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for (i = 0; i < 64; i++)
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for (j = 0; j < 64; j++) {
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for(i = 0; i < 64; i++)
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for(j = 0; j < 64; j++) {
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_terrain[i][j] = old.terrain[i][j];
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_lighting[i / 8][j] = old.lighting[i / 8][j];
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if(scenario.ter_types[_terrain[i][j]].i == 3000) { // marker to indicate it used to be a special spot
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@@ -231,13 +231,13 @@ void cBigTown::append(legacy::big_tr_type& old, int town_num){
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}
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}
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}
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for (i = 0; i < 16; i++) {
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for(i = 0; i < 16; i++) {
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_room_rect[i].top = old.room_rect[i].top;
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_room_rect[i].left = old.room_rect[i].left;
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_room_rect[i].bottom = old.room_rect[i].bottom;
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_room_rect[i].right = old.room_rect[i].right;
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}
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for (i = 0; i < 60; i++) {
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for(i = 0; i < 60; i++) {
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// _creatures[i].number = old.creatures[i].number;
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// _creatures[i].start_attitude = old.creatures[i].start_attitude;
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// _creatures[i].start_loc.x = old.creatures[i].start_loc.x;
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@@ -334,13 +334,13 @@ cBigTown::cBigTown(){
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int i;
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cCreature dummy_creature;// = {0,0,loc(),0,0,0,0,0,0,0};
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RECT d_rect = {0,0,0,0};
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for (i = 0; i < 16; i++) {
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for(i = 0; i < 16; i++) {
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_room_rect[i].top = d_rect.top;
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_room_rect[i].left = d_rect.left;
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_room_rect[i].bottom = d_rect.bottom;
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_room_rect[i].right = d_rect.right;
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}
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for (i = 0; i < 60; i++) {
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for(i = 0; i < 60; i++) {
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_creatures[i] = dummy_creature;
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}
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}
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@@ -349,13 +349,13 @@ cMedTown::cMedTown(){
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int i;
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cCreature dummy_creature;// = {0,0,loc(),0,0,0,0,0,0,0};
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RECT d_rect = {0,0,0,0};
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for (i = 0; i < 16; i++) {
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for(i = 0; i < 16; i++) {
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_room_rect[i].top = d_rect.top;
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_room_rect[i].left = d_rect.left;
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_room_rect[i].bottom = d_rect.bottom;
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_room_rect[i].right = d_rect.right;
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}
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for (i = 0; i < 40; i++) {
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for(i = 0; i < 40; i++) {
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_creatures[i] = dummy_creature;
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}
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}
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@@ -364,13 +364,13 @@ cTinyTown::cTinyTown(){
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int i;
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cCreature dummy_creature;// = {0,0,loc(),0,0,0,0,0,0,0};
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RECT d_rect = {0,0,0,0};
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for (i = 0; i < 16; i++) {
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for(i = 0; i < 16; i++) {
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_room_rect[i].top = d_rect.top;
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_room_rect[i].left = d_rect.left;
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_room_rect[i].bottom = d_rect.bottom;
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_room_rect[i].right = d_rect.right;
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}
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for (i = 0; i < 30; i++) {
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for(i = 0; i < 30; i++) {
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_creatures[i] = dummy_creature;
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}
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}
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