Add DECOSPACE_ constants
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@ -1960,9 +1960,11 @@ void LuaSimulation::Open(lua_State *L)
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};
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lua_newtable(L);
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luaL_register(L, NULL, reg);
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#define LCONST(v) lua_pushinteger(L, int(v)); lua_setfield(L, -2, #v)
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#define LCONSTF(v) lua_pushnumber(L, float(v)); lua_setfield(L, -2, #v)
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#define LCONSTAS(k, v) lua_pushinteger(L, int(v)); lua_setfield(L, -2, k)
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LCONST(CELL);
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LCONST(XCELLS);
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LCONST(YCELLS);
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@ -1987,6 +1989,7 @@ void LuaSimulation::Open(lua_State *L)
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LCONST(ISTP);
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LCONSTF(CFDS);
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LCONSTF(MAX_VELOCITY);
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LCONST(TOOL_HEAT);
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LCONST(TOOL_COOL);
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LCONST(TOOL_VAC);
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@ -1996,6 +1999,7 @@ void LuaSimulation::Open(lua_State *L)
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LCONST(TOOL_MIX);
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LCONST(TOOL_CYCL);
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LCONSTAS("TOOL_WIND", sd.tools.size());
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LCONST(DECO_DRAW);
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LCONST(DECO_CLEAR);
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LCONST(DECO_ADD);
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@ -2003,32 +2007,45 @@ void LuaSimulation::Open(lua_State *L)
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LCONST(DECO_MULTIPLY);
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LCONST(DECO_DIVIDE);
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LCONST(DECO_SMUDGE);
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LCONST(FLAG_STAGNANT);
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LCONST(FLAG_SKIPMOVE);
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LCONST(FLAG_MOVABLE);
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LCONST(FLAG_PHOTDECO);
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LCONST(PMAPBITS);
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LCONST(PMAPMASK);
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LCONST(BRUSH_CIRCLE);
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LCONST(BRUSH_SQUARE);
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LCONST(BRUSH_TRIANGLE);
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LCONST(NUM_DEFAULTBRUSHES);
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LCONSTAS("NUM_BRUSHES", lsi->gameModel->BrushListSize());
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LCONST(EDGE_VOID);
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LCONST(EDGE_SOLID);
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LCONST(EDGE_LOOP);
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LCONST(NUM_EDGEMODES);
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LCONST(AIR_ON);
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LCONST(AIR_PRESSUREOFF);
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LCONST(AIR_VELOCITYOFF);
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LCONST(AIR_OFF);
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LCONST(AIR_NOUPDATE);
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LCONST(NUM_AIRMODES);
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LCONST(GRAV_VERTICAL);
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LCONST(GRAV_OFF);
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LCONST(GRAV_RADIAL);
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LCONST(GRAV_CUSTOM);
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LCONST(NUM_GRAVMODES);
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LCONST(DECOSPACE_SRGB);
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LCONST(DECOSPACE_LINEAR);
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LCONST(DECOSPACE_GAMMA22);
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LCONST(DECOSPACE_GAMMA18);
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LCONST(NUM_DECOSPACES);
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{
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lua_newtable(L);
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for (int i = 0; i < UI_WALLCOUNT; i++)
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