rename #wizlevelflip to #wizfliplevel
Since ^V is dead key for me with Qt on OSX, I use #wizlevelport instead. It's annoying to have to type all the way up to the 'p' for it to become distinct. Rename the biggest conflict, \#wizlevelflip to #wizfliplevel. I still have to type as far as the first 'e' for #wizlevelport but 6 characters are easier to type than 10. It wasn't in the Guidebook so I've left things that way. I am adding it to 'wizhelp' though.
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@@ -1,4 +1,4 @@
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/* NetHack 3.7 sp_lev.c $NHDT-Date: 1600909016 2020/09/24 00:56:56 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.203 $ */
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/* NetHack 3.7 sp_lev.c $NHDT-Date: 1605779812 2020/11/19 09:56:52 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.216 $ */
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/* Copyright (c) 1989 by Jean-Christophe Collet */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -406,7 +406,7 @@ struct rm *lev;
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}
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}
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/* for #wizlevelflip; not needed when flipping during level creation;
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/* for #wizfliplevel; not needed when flipping during level creation;
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update seen vector for whole flip area and glyph for known walls */
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static void
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flip_visuals(flp, minx, miny, maxx, maxy)
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@@ -483,7 +483,7 @@ flip_encoded_direction_bits(int flp, int val)
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} while (0)
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/* transpose top with bottom or left with right or both; sometimes called
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for new special levels, or for any level via the #wizlevelflip command */
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for new special levels, or for any level via the #wizfliplevel command */
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void
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flip_level(flp, extras)
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int flp;
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@@ -808,7 +808,7 @@ boolean extras;
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}
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}
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if (extras) { /* for #wizlevelflip rather than during level creation */
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if (extras) { /* for #wizfliplevel rather than during level creation */
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/* flip hero location only if inside the flippable area */
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if (inFlipArea(u.ux, u.uy)) {
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if (flp & 1)
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