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Move all editor-specific attributes to a new editorclass
This is a pretty hefty commit! But essentially, I made a new editorclass object, and moved all functions and variables that only get used in the in-game level editor to that class. This cleanly demarcates which things are in the editor and which things are just general custom level stuff. Then I fixed up all the callers. I also fixed up some NO_CUSTOM_LEVELS and NO_EDITOR ifdefs, too, in several places.
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@@ -1,6 +1,7 @@
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#include "CustomLevels.h"
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#include "Game.h"
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#include "Graphics.h"
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#include "Editor.h"
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#include "Entity.h"
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#include "Enums.h"
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#include "Map.h"
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@@ -118,7 +119,7 @@ void gamerenderfixed(void)
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map.glitchname = map.getglitchname(game.roomx, game.roomy);
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}
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#ifndef NO_CUSTOM_LEVELS
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#if !defined(NO_CUSTOM_LEVELS) && !defined(NO_EDITOR)
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ed.oldreturneditoralpha = ed.returneditoralpha;
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if (map.custommode && !map.custommodeforreal && ed.returneditoralpha > 0)
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{
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