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Substitute some symbolic SE_x_* labels for literal SE numbers that were missed.
git-svn-id: https://svn.eduke32.com/eduke32@3896 1a8010ca-5511-0410-912e-c29ae57300e0
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2 changed files with 12 additions and 10 deletions
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@ -5633,7 +5633,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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switch (st)
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{
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case 0:
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case SE_0_ROTATING_SECTOR:
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{
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int32_t zchange = 0;
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@ -5802,7 +5802,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 1: //Nothing for now used as the pivot
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case SE_1_PIVOT: //Nothing for now used as the pivot
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if (s->owner == -1) //Init
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{
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s->owner = i;
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@ -6181,7 +6181,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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case 2://Quakes
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case SE_2_EARTHQUAKE://Quakes
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if (t[4] > 0 && t[0] == 0)
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{
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if (t[4] < sh)
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@ -6251,7 +6251,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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//Flashing sector lights after reactor EXPLOSION2
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case 3:
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case SE_3_RANDOM_LIGHTS_AFTER_SHOT_OUT:
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{
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if (t[4] == 0) break;
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@ -6292,7 +6292,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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}
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case 4:
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case SE_4_RANDOM_LIGHTS:
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if ((g_globalRandom/(sh+1)&31) < 4)
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{
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@ -6347,7 +6347,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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//BOSS
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case 5:
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case SE_5:
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{
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const int32_t p = A_FindPlayer(s,&x);
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DukePlayer_t *const ps = g_player[p].ps;
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@ -7029,7 +7029,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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for (SPRITES_OF(STAT_EFFECTOR, j))
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{
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if (sprite[j].lotag == 0 && sprite[j].hitag==sh)
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if (sprite[j].lotag == SE_0_ROTATING_SECTOR && sprite[j].hitag==sh)
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{
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sectortype *const sec = §or[sprite[j].sectnum];
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@ -7285,7 +7285,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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break;
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}
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case 35:
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case SE_35:
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if (sc->ceilingz > s->z)
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for (j = 0; j < 8; j++)
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{
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@ -7678,7 +7678,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 130:
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case SE_130:
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if (t[0] > 80)
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{
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KILLIT(i);
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@ -7698,7 +7698,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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break;
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case 131:
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case SE_131:
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if (t[0] > 40)
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{
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KILLIT(i);
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@ -465,6 +465,8 @@ enum {
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SE_36_PROJ_SHOOTER = 36,
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SE_49_POINT_LIGHT = 49,
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SE_50_SPOT_LIGHT = 50,
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SE_130 = 130,
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SE_131 = 131,
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};
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// sector lotags
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