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- quick global wall[] replacements.
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parent
a594e6465c
commit
b13398c268
7 changed files with 30 additions and 30 deletions
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@ -331,14 +331,14 @@ void movecyclers(void)
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c->lotag += sect->extra;
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if (c->state)
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{
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auto wal = &wall[sect->wallptr];
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auto wal = sect->firstWall();
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for (int x = sect->wallnum; x > 0; x--, wal++)
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if (wal->hitag != 1)
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{
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wal->shade = j;
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if ((wal->cstat & CSTAT_WALL_BOTTOM_SWAP) && wal->nextwall >= 0)
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wall[wal->nextwall].shade = j;
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wal->nextWall()->shade = j;
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}
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sect->floorshade = sect->ceilingshade = j;
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@ -3314,7 +3314,7 @@ void handle_se03(DDukeActor *actor)
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sc->ceilingshade = t[0];
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sc->floorshade = t[0];
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auto wal = &wall[sc->wallptr];
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auto wal = sc->firstWall();
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for (x = sc->wallnum; x > 0; x--, wal++)
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{
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@ -3323,7 +3323,7 @@ void handle_se03(DDukeActor *actor)
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wal->shade = t[0];
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if ((wal->cstat & 2) && wal->nextwall >= 0)
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{
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wall[wal->nextwall].shade = wal->shade;
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wal->nextWall()->shade = wal->shade;
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}
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}
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}
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@ -3368,7 +3368,7 @@ void handle_se04(DDukeActor *actor)
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sc->floorshade = t[1];
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sc->ceilingshade = t[1];
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auto wal = &wall[sc->wallptr];
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auto wal = sc->firstWall();
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for (int x = sc->wallnum; x > 0; x--, wal++)
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{
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@ -3379,7 +3379,7 @@ void handle_se04(DDukeActor *actor)
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{
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wal->shade = t[0];
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if ((wal->cstat & 2) && wal->nextwall >= 0)
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wall[wal->nextwall].shade = wal->shade;
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wal->nextWall()->shade = wal->shade;
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}
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}
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@ -3544,7 +3544,7 @@ void handle_se08(DDukeActor *actor, bool checkhitag1)
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auto sect = ac->getSector();
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int m = ac->s->shade;
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auto wal = &wall[sect->wallptr];
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auto wal = sect->firstWall();
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for (int l = sect->wallnum; l > 0; l--, wal++)
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{
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@ -3558,8 +3558,8 @@ void handle_se08(DDukeActor *actor, bool checkhitag1)
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wal->shade = ac->temp_data[2];
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if (wal->nextwall >= 0)
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if (wall[wal->nextwall].hitag != 1)
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wall[wal->nextwall].shade = wal->shade;
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if (wal->nextWall()->hitag != 1)
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wal->nextWall()->shade = wal->shade;
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}
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}
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@ -3718,7 +3718,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
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sc->floorpal = 0;
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sc->ceilingpal = 0;
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auto wal = &wall[sc->wallptr];
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auto wal = sc->firstWall();
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for (int j = sc->wallnum; j > 0; j--, wal++)
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if (wal->hitag != 1)
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{
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@ -3759,7 +3759,7 @@ void handle_se12(DDukeActor *actor, int planeonly)
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if (planeonly != 2) sc->floorshade -= 2;
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if (planeonly != 1) sc->ceilingshade -= 2;
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auto wal = &wall[sc->wallptr];
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auto wal = sc->firstWall();
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for (int j = sc->wallnum; j > 0; j--, wal++)
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if (wal->hitag != 1)
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{
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@ -3833,7 +3833,7 @@ void handle_se13(DDukeActor* actor)
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if (s->ang == 512)
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{
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auto wal = &wall[sc->wallptr];
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auto wal = sc->firstWall();
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for (j = sc->wallnum; j > 0; j--, wal++)
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wal->shade = s->shade;
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@ -4753,22 +4753,22 @@ void handle_se128(DDukeActor *actor)
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wal->cstat |= 16;
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if (wal->nextwall >= 0)
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{
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wall[wal->nextwall].cstat &= (255 - 32);
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wall[wal->nextwall].cstat |= 16;
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wal->nextWall()->cstat &= (255 - 32);
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wal->nextWall()->cstat |= 16;
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}
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}
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// else return;
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wal->overpicnum++;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].overpicnum++;
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wal->nextWall()->overpicnum++;
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if (t[0] < t[1]) t[0]++;
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else
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{
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wal->cstat &= (128 + 32 + 8 + 4 + 2);
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat &= (128 + 32 + 8 + 4 + 2);
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wal->nextWall()->cstat &= (128 + 32 + 8 + 4 + 2);
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deletesprite(actor);
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}
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}
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@ -487,7 +487,7 @@ static void shootweapon(DDukeActor *actor, int p, int sx, int sy, int sz, int sa
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return;
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}
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if (wal->hitag != 0 || (wal->nextwall >= 0 && wall[wal->nextwall].hitag != 0))
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if (wal->hitag != 0 || (wal->nextwall >= 0 && wal->nextWall()->hitag != 0))
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goto SKIPBULLETHOLE;
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if (hitsect >= 0 && sector[hitsect].lotag == 0)
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@ -387,7 +387,7 @@ static void shootweapon(DDukeActor* actor, int p, int sx, int sy, int sz, int sa
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return;
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}
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if (wal->hitag != 0 || (wal->nextwall >= 0 && wall[wal->nextwall].hitag != 0))
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if (wal->hitag != 0 || (wal->nextwall >= 0 && wal->nextWall()->hitag != 0))
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goto SKIPBULLETHOLE;
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if (hitsect >= 0 && sector[hitsect].lotag == 0)
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@ -426,7 +426,7 @@ void prelevel_d(int g)
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else wal->cstat |= 85 + 256;
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if (wal->lotag && wal->nextwall >= 0)
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wall[wal->nextwall].lotag = wal->lotag;
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wal->nextWall()->lotag = wal->lotag;
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case BIGFORCE:
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@ -1091,7 +1091,7 @@ void operateactivators(int low, int plnum)
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p->state = !p->state;
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sect->floorshade = sect->ceilingshade = (int8_t)p->shade2;
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wal = &wall[sect->wallptr];
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wal = sect->firstWall();
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for (j = sect->wallnum; j > 0; j--, wal++)
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wal->shade = (int8_t)p->shade2;
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}
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@ -701,8 +701,8 @@ void checkhitwall_d(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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wal->cstat &= 65535 - 65;
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if (wal->nextwall >= 0)
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{
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wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
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wall[wal->nextwall].cstat &= 65535 - 65;
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wal->nextWall()->overpicnum = FANSPRITEBROKE;
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wal->nextWall()->cstat &= 65535 - 65;
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}
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S_PlayActorSound(VENT_BUST, spr);
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S_PlayActorSound(GLASS_BREAKING, spr);
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@ -716,7 +716,7 @@ void checkhitwall_d(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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wal->nextWall()->cstat = 0;
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auto spawned = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
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spawned->s->lotag = 128;
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@ -730,7 +730,7 @@ void checkhitwall_d(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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lotsofcolourglass(spr, dawallnum, 80);
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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wal->nextWall()->cstat = 0;
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S_PlayActorSound(VENT_BUST, spr);
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S_PlayActorSound(GLASS_BREAKING, spr);
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return;
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@ -1015,8 +1015,8 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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wal->cstat &= 65535 - 65;
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if (wal->nextwall >= 0)
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{
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wall[wal->nextwall].overpicnum = FANSPRITEBROKE;
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wall[wal->nextwall].cstat &= 65535 - 65;
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wal->nextWall()->overpicnum = FANSPRITEBROKE;
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wal->nextWall()->cstat &= 65535 - 65;
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}
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S_PlayActorSound(VENT_BUST, spr);
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S_PlayActorSound(GLASS_BREAKING, spr);
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@ -1030,7 +1030,7 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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wal->nextWall()->cstat = 0;
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auto spawned = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
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spawned->s->lotag = 128;
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@ -1047,7 +1047,7 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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wal->nextWall()->cstat = 0;
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auto spawned = EGS(sn, x, y, z, SECTOREFFECTOR, 0, 0, 0, ps[0].angle.ang.asbuild(), 0, 0, spr, 3);
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spawned->s->lotag = 128;
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@ -1061,7 +1061,7 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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lotsofcolourglass(spr, dawallnum, 80);
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wal->cstat = 0;
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if (wal->nextwall >= 0)
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wall[wal->nextwall].cstat = 0;
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wal->nextWall()->cstat = 0;
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S_PlayActorSound(VENT_BUST, spr);
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S_PlayActorSound(GLASS_BREAKING, spr);
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return;
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@ -1080,7 +1080,7 @@ void checkhitwall_r(DDukeActor* spr, int dawallnum, int x, int y, int z, int atw
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int sect;
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int unk = 0;
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int startwall, endwall;
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sect = wall[wal->nextwall].nextsector;
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sect = wal->nextWall()->nextsector;
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DukeSectIterator it(sect);
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while (auto act = it.Next())
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{
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