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Fix rotating rotatable tiles in switch layer
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f24369b8f6
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@ -508,10 +508,10 @@ void CLayerTiles::BrushFlipX()
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m_pTiles[y*m_Width+m_Width-1-x] = Tmp;
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}
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if(m_Tele || m_Switch || m_Speedup || m_Tune)
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if(m_Tele || m_Speedup || m_Tune)
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return;
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bool Rotate = !(m_Game || m_Front) || m_pEditor->m_AllowPlaceUnusedTiles;
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bool Rotate = !(m_Game || m_Front || m_Switch) || m_pEditor->m_AllowPlaceUnusedTiles;
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for(int y = 0; y < m_Height; y++)
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for(int x = 0; x < m_Width; x++)
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if(!Rotate && !IsRotatableTile(m_pTiles[y*m_Width+x].m_Index))
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@ -530,10 +530,10 @@ void CLayerTiles::BrushFlipY()
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m_pTiles[(m_Height-1-y)*m_Width+x] = Tmp;
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}
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if(m_Tele || m_Switch || m_Speedup || m_Tune)
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if(m_Tele || m_Speedup || m_Tune)
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return;
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bool Rotate = !(m_Game || m_Front) || m_pEditor->m_AllowPlaceUnusedTiles;
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bool Rotate = !(m_Game || m_Front || m_Switch) || m_pEditor->m_AllowPlaceUnusedTiles;
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for(int y = 0; y < m_Height; y++)
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for(int x = 0; x < m_Width; x++)
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if(!Rotate && !IsRotatableTile(m_pTiles[y*m_Width+x].m_Index))
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@ -1731,6 +1731,7 @@ void CLayerSwitch::BrushDraw(CLayer *pBrush, float wx, float wy)
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m_pSwitchTile[fy*m_Width+fx].m_Type = l->m_pTiles[y*l->m_Width+x].m_Index;
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m_pSwitchTile[fy*m_Width+fx].m_Flags = l->m_pTiles[y*l->m_Width+x].m_Flags;
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m_pTiles[fy*m_Width+fx].m_Index = l->m_pTiles[y*l->m_Width+x].m_Index;
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m_pTiles[fy*m_Width+fx].m_Flags = l->m_pTiles[y*l->m_Width+x].m_Flags;
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}
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else
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{
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@ -1800,6 +1801,12 @@ void CLayerSwitch::BrushRotate(float Amount)
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{
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*pDst1 = pTempData1[y*m_Width+x];
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*pDst2 = pTempData2[y*m_Width+x];
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if(IsRotatableTile(pDst2->m_Index))
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{
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if(pDst2->m_Flags&TILEFLAG_ROTATE)
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pDst2->m_Flags ^= (TILEFLAG_HFLIP|TILEFLAG_VFLIP);
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pDst2->m_Flags ^= TILEFLAG_ROTATE;
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}
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}
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int Temp = m_Width;
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