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- useSectorLightChanger
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parent
1472d021f6
commit
b23a2865b8
2 changed files with 6 additions and 6 deletions
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@ -4873,7 +4873,7 @@ void modernTypeTrigger(int destObjType, int destObjIndex, DBloodActor* destactor
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// change sector lighting dynamically
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case kModernSectorFXChanger:
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if (destObjType != OBJ_SECTOR) break;
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useSectorLigthChanger(event.actor, &xsector[sector[destObjIndex].extra]);
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useSectorLigthChanger(event.actor, §or[destObjIndex]);
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break;
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// change target of dudes and make it fight
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case kModernDudeTargetChanger:
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@ -6746,10 +6746,11 @@ void useDataChanger(DBloodActor* sourceactor, int objType, int objIndex, DBloodA
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//
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//---------------------------------------------------------------------------
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void useSectorLigthChanger(DBloodActor* sourceactor, XSECTOR* pXSector)
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void useSectorLigthChanger(DBloodActor* sourceactor, sectortype* pSector)
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{
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auto pXSource = &sourceactor->x();
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spritetype* pSource = &sourceactor->s();
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auto pXSector = &pSector->xs();
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if (valueIsBetween(pXSource->data1, -1, 32767))
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pXSector->wave = ClipHigh(pXSource->data1, 11);
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@ -6782,9 +6783,8 @@ void useSectorLigthChanger(DBloodActor* sourceactor, XSECTOR* pXSector)
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// add to shadeList if amplitude was set to 0 previously
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if (oldAmplitude != pXSector->amplitude)
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{
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auto newSect = §or[pXSector->reference];
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if (!shadeList.Contains(newSect))
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shadeList.Push(newSect);
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if (!shadeList.Contains(pSector))
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shadeList.Push(pSector);
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}
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}
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@ -321,7 +321,7 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor);
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void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor);
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void useIncDecGen(DBloodActor* sourceactor, short objType, int objIndex, DBloodActor* objactor);
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void useDataChanger(DBloodActor* sourceactor, int objType, int objIndex, DBloodActor* objActor);
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void useSectorLigthChanger(DBloodActor* pXSource, XSECTOR* pXSector);
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void useSectorLigthChanger(DBloodActor* pXSource, sectortype* pSector);
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void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor);
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void usePictureChanger(DBloodActor* sourceactor, int objType, int objIndex, DBloodActor* objActor);
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void useSequentialTx(DBloodActor* pXSource, COMMAND_ID cmd, bool setState);
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