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- SW: remap LIGHT_Tics to the otherwise unused spritetype::detail.
We should not hijack a coordinate for this due to access rights for scripting and potential value ranme issues. Since this value is never loaded from a map this is safe.
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@ -47,7 +47,7 @@ inline void LIGHT_DirChange(DSWActor* sp) { sp->spr.extra ^= SPRX_BOOL10; }
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int8_t& LIGHT_FloorShade(DSWActor* a) { return a->spr.xoffset; }
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int8_t& LIGHT_CeilingShade(DSWActor* a) { return a->spr.yoffset; }
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int& LIGHT_Tics(DSWActor* a) { return a->spr.pos.Z; }
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int16_t& LIGHT_Tics(DSWActor* a) { return a->spr.detail; }
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inline int LIGHT_DiffuseNum(DSWActor* sp) { return SP_TAG3(sp); }
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inline int16_t LIGHT_DiffuseMult(DSWActor* sp) { return SP_TAG4((sp)); }
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