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Refactor colors in internal commands
Originally this started as a "deduplicate a bunch of duplicated code in script commands" PR, but as I was working on that, I discovered there's a lot more that needs to be done than just deduplication. Anything which needs a crewmate entity now calls `getcrewmanfromname(name)`, and anything which just needs the crewmate's color calls `getcolorfromname(name)`. This was done to make sure that everything works consistently and no copy/pasting is required. Next is the fallback; instead of giving up and doing various things when it can't find a specific color, it now attempts to treat the color name as an ID, and if it can't then it returns -1, where each individual command handles that return value. This means we can keep around AEM -- a bug used in custom levels -- by not doing anything with the return value if it's -1. Also, for some reason, there were two `crewcolour` functions, so I stripped out the one in entityclass and left (and modified) the one in the graphics class, since the graphics class also has the `crewcolourreal` function.
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@@ -20,6 +20,18 @@ enum
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ACTIVITY = 5
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};
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enum
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{
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CYAN = 0,
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PURPLE = 20,
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YELLOW = 14,
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RED = 15,
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GREEN = 13,
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BLUE = 16,
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GRAY = 19,
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TELEPORTER = 102
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};
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class entityclass
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{
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public:
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@@ -72,8 +84,6 @@ public:
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bool gridmatch(int p1, int p2, int p3, int p4, int p11, int p21, int p31, int p41);
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int crewcolour(int t);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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int p1, int p2, int p3, int p4);
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void createentity(int xp, int yp, int t, int meta1, int meta2,
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@@ -98,7 +108,7 @@ public:
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int getlineat(int t);
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int getcrewman(int t);
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int getcrewman(int t, int fallback = 0);
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int getcustomcrewman(int t);
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int getteleporter(void);
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