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- secnum in fx.cpp
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765ff7609d
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2 changed files with 5 additions and 5 deletions
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@ -213,7 +213,7 @@ void TreeToGibCallback(int, int);
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bool IsUnderwaterSector(sectortype* pSector);
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void actInit();
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int actWallBounceVector(int *x, int *y, walltype* pWall, int a4);
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int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
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int actFloorBounceVector(int *x, int *y, int *z, sectortype* pSector, int a5);
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void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11);
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DBloodActor *actDropObject(DBloodActor *pSprite, int nType);
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bool actHealDude(DBloodActor* pXDude, int a2, int a3);
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@ -258,8 +258,8 @@ void fxSpawnBlood(DBloodActor *actor, int )
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spritetype* pSprite = &actor->s();
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if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors)
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return;
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int nSector = pSprite->sectnum;
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if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector))
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auto pSector = pSprite->sector();
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if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &pSector))
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return;
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if (adult_lockout && gGameOptions.nGameType <= 0)
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return;
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@ -279,8 +279,8 @@ void fxSpawnPodStuff(DBloodActor* actor, int )
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auto pSprite = &actor->s();
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if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors)
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return;
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int nSector = pSprite->sectnum;
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if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector))
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auto pSector = pSprite->sector();
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if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &pSector))
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return;
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if (adult_lockout && gGameOptions.nGameType <= 0)
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return;
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