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* Add new park entrance placement window * Start entrance tool as soon as window opens; * Rename constants to conform to current code standards * Increment PARK_FILE_CURRENT_VERSION * Increment kNetworkStreamVersion Co-authored-by: Aaron van Geffen <aaron@aaronweb.net>
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@@ -194,7 +194,8 @@ void SetupInUseSelectionFlags()
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if (parkEntranceEl->GetEntranceType() != ENTRANCE_TYPE_PARK_ENTRANCE)
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break;
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Editor::SetSelectedObject(ObjectType::ParkEntrance, 0, ObjectSelectionFlags::InUse);
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type = iter.element->AsEntrance()->getEntryIndex();
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Editor::SetSelectedObject(ObjectType::ParkEntrance, type, ObjectSelectionFlags::InUse);
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// Skip if not the middle part
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if (parkEntranceEl->GetSequenceIndex() != 0)
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@@ -692,9 +693,8 @@ int32_t EditorRemoveUnusedObjects()
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if (ObjectTypeIsIntransient(objectType))
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continue;
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// These object types require exactly one object to be selected at all times.
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// Removing that object can badly break the game state.
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if (objectType == ObjectType::ParkEntrance || objectType == ObjectType::Water)
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// The water type controls the entire palette. Removing that object can badly break the game state.
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if (objectType == ObjectType::Water)
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continue;
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// It’s hard to determine exactly if a scenery group is used, so do not remove these automatically.
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