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Conform to style
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@ -440,7 +440,8 @@ int CEditorMap::Save(class IStorage *pStorage, const char *pFileName)
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df.AddItem(MAPITEMTYPE_LAYER, LayerCount, sizeof(Item), &Item);
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// save auto mapper of each tile layer (not physics layer)
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if(!Item.m_Flags) {
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if(!Item.m_Flags)
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{
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CMapItemAutoMapperConfig ItemAutomapper;
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ItemAutomapper.m_Version = CMapItemAutoMapperConfig::CURRENT_VERSION;
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ItemAutomapper.m_GroupId = GroupCount;
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@ -1285,11 +1286,13 @@ int CEditorMap::Load(class IStorage *pStorage, const char *pFileName, int Storag
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if(pItem->m_GroupId >= 0 && pItem->m_GroupId < m_lGroups.size() &&
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pItem->m_LayerId >= 0 && pItem->m_LayerId < m_lGroups[pItem->m_GroupId]->m_lLayers.size()) {
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CLayer *pLayer = m_lGroups[pItem->m_GroupId]->m_lLayers[pItem->m_LayerId];
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if (pLayer->m_Type == LAYERTYPE_TILES) {
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if (pLayer->m_Type == LAYERTYPE_TILES)
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{
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CLayerTiles *pLayer = (CLayerTiles *)m_lGroups[pItem->m_GroupId]->m_lLayers[pItem->m_LayerId];
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// only load auto mappers for tile layers (not physics layers)
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if (!(pLayer->m_Game || pLayer->m_Tele || pLayer->m_Speedup ||
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pLayer->m_Front || pLayer->m_Switch || pLayer->m_Tune)) {
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pLayer->m_Front || pLayer->m_Switch || pLayer->m_Tune))
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{
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pLayer->m_AutoMapperConfig = pItem->m_AutomapperConfig;
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pLayer->m_Seed = pItem->m_AutomapperSeed;
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pLayer->m_AutoAutoMap = !!(pItem->m_Flags & CMapItemAutoMapperConfig::FLAG_AUTOMATIC);
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