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- use setfloorz/setceilingz in a few places where it wasn't done.
This isn't critical in any way so no need to merge, but let's be consistent, in case future changes rely on it.
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3 changed files with 4 additions and 4 deletions
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@ -4674,7 +4674,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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{
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if (abs(sec->floorz - actor->temp_pos.Y) < actor->temp_pos.Z)
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{
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sec->floorz = actor->temp_pos.Y;
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sec->setfloorz(actor->temp_pos.Y);
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callsound(actor->sector(), actor);
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actor->temp_data[2] = 0;
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actor->temp_data[0] = 0;
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@ -1270,8 +1270,8 @@ void allignwarpelevators(void)
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{
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if ((act2->spr.lotag) == SE_17_WARP_ELEVATOR && act != act2 && act->spr.hitag == act2->spr.hitag)
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{
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act2->sector()->floorz = act->sector()->floorz;
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act2->sector()->ceilingz = act->sector()->ceilingz;
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act2->sector()->setfloorz(act->sector()->floorz);
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act2->sector()->setceilingz(act->sector()->ceilingz);
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}
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}
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}
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@ -1722,7 +1722,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
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pSector->floorshade = 50;
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pSector->extra = -1;
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pSector->floorz = pActor->spr.pos.Z;
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pSector->setfloorz(pActor->spr.pos.Z);
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pActor->spr.pos.Z = (pActor->spr.pos.Z + pSector->floorz) * 0.5;
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