gamevar 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