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- Exhumed: more ints for shorts
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c46c8a68cd
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9 changed files with 39 additions and 39 deletions
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@ -236,7 +236,7 @@ void BuildNear(int x, int y, int walldist, int nSector);
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int PlotCourseToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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void CheckSectorFloor(int nSector, int z, int *x, int *y);
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int GetAngleToSprite(DExhumedActor* nSprite1, DExhumedActor* nSprite2);
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int GetWallNormal(short nWall);
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int GetWallNormal(int nWall);
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int GetUpAngle(DExhumedActor* nSprite1, int nVal, DExhumedActor* nSprite2, int ecx);
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void MoveSector(int nSector, int nAngle, int *nXVel, int *nYVel);
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Collision AngleChase(DExhumedActor* nSprite, DExhumedActor* nSprite2, int ebx, int ecx, int push1);
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@ -295,7 +295,7 @@ void BuildDrip(DExhumedActor* nSprite);
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DExhumedActor* BuildEnergyBlock(int nSector);
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int BuildElevC(int arg1, int nChannel, int nSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
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int BuildElevF(int nChannel, int nSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
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int BuildWallFace(short nChannel, short nWall, int nCount, ...);
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int BuildWallFace(short nChannel, int nWall, int nCount, ...);
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int BuildSlide(int nChannel, int edx, int ebx, int ecx, int arg1, int arg2, int arg3);
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// queen
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@ -768,7 +768,7 @@ std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int
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std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector);
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std::pair<int, int> BuildSwReady(int nChannel, short nLink);
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std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall);
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std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall);
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// wasp
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@ -96,7 +96,7 @@ extern short SectSpeed[];
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extern int SectBelow[];
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extern short SectFlag[];
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extern int SectDepth[];
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extern short SectSoundSect[];
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extern int SectSoundSect[];
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extern int SectAbove[];
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void LoadObjects();
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@ -52,7 +52,7 @@ int movefifopos;
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short nCurBodyGunNum;
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short SectSoundSect[kMaxSectors] = { 0 };
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int SectSoundSect[kMaxSectors] = { 0 };
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short SectSound[kMaxSectors] = { 0 };
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short SectFlag[kMaxSectors] = { 0 };
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int SectDepth[kMaxSectors] = { 0 };
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@ -62,8 +62,8 @@ struct Flicker
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struct Flow
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{
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short objindex;
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short type;
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int objindex;
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int type;
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int xdelta;
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int ydelta;
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int angcos;
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@ -404,12 +404,12 @@ void UndoFlashes()
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int edi = -1;
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for (short nFlash = nFirstFlash; nFlash >= 0; nFlash = sFlash[nFlash].next)
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for (int nFlash = nFirstFlash; nFlash >= 0; nFlash = sFlash[nFlash].next)
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{
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assert(nFlash < 2000 && nFlash >= 0);
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uint8_t type = sFlash[nFlash].nType & 0x3F;
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short nIndex = sFlash[nFlash].nIndex;
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int nIndex = sFlash[nFlash].nIndex;
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if (sFlash[nFlash].nType & 0x80)
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{
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@ -748,7 +748,7 @@ void DoFlows()
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case 2:
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{
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short nWall = sFlowInfo[i].objindex;
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int nWall = sFlowInfo[i].objindex;
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wall[nWall].setxpan(sFlowInfo[i].xdelta / 16384.f);
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wall[nWall].setypan(sFlowInfo[i].ydelta / 16384.f);
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@ -768,7 +768,7 @@ void DoFlows()
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case 3:
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{
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short nWall = sFlowInfo[i].objindex;
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int nWall = sFlowInfo[i].objindex;
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wall[nWall].setxpan(sFlowInfo[i].xdelta / 16384.f);
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wall[nWall].setypan(sFlowInfo[i].ydelta / 16384.f);
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@ -239,8 +239,8 @@ void BuildNear(int x, int y, int walldist, int nSector)
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{
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int nSector =NearSector[i];
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short nWall = sector[nSector].wallptr;
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short nWallCount = sector[nSector].wallnum;
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int nWall = sector[nSector].wallptr;
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int nWallCount = sector[nSector].wallnum;
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while (1)
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{
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@ -1298,7 +1298,7 @@ Collision AngleChase(DExhumedActor* pActor, DExhumedActor* pActor2, int ebx, int
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return movesprite(pActor, x >> 2, y >> 2, (z >> 13) + bsin(ecx, -5), 0, 0, nClipType);
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}
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int GetWallNormal(short nWall)
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int GetWallNormal(int nWall)
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{
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nWall &= kMaxWalls-1;
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@ -105,7 +105,7 @@ struct MoveSect
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struct wallFace
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{
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short nChannel;
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short nWall;
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int nWall;
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short field_4;
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short field_6[8];
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};
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@ -908,7 +908,7 @@ void InitWallFace()
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WallFace.Clear();
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}
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int BuildWallFace(short nChannel, short nWall, int nCount, ...)
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int BuildWallFace(short nChannel, int nWall, int nCount, ...)
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{
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auto WallFaceCount = WallFace.Reserve(1);
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@ -1006,8 +1006,8 @@ int BuildSlide(int nChannel, int nStartWall, int nWall1, int ecx, int nWall2, in
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PointList[nPoint].nNext = -1;
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PointList[nPoint].nSector = nSector;
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short startwall = sector[nSector].wallptr;
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short endwall = startwall + sector[nSector].wallnum;
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int startwall = sector[nSector].wallptr;
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int endwall = startwall + sector[nSector].wallnum;
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for (int nWall = startwall; nWall < endwall; nWall++)
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{
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@ -1131,7 +1131,7 @@ void AISlide::Tick(RunListEvent* ev)
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if (cx == 1)
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{
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short nWall = SlideData[nSlide].field_4;
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int nWall = SlideData[nSlide].field_4;
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int x = wall[nWall].x;
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int y = wall[nWall].y;
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@ -1189,7 +1189,7 @@ void AISlide::Tick(RunListEvent* ev)
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}
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else if (cx == 0) // right branch
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{
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short nWall = SlideData[nSlide].field_0;
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int nWall = SlideData[nSlide].field_0;
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int x = wall[nWall].x;
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int y = wall[nWall].y;
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@ -1296,7 +1296,7 @@ int BuildTrap(DExhumedActor* pActor, int edx, int ebx, int ecx)
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sTrap[nTrap].field_8 = -1;
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int nSector =pSprite->sectnum;
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short nWall = sector[nSector].wallptr;
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int nWall = sector[nSector].wallptr;
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int i = 0;
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@ -1364,7 +1364,7 @@ void AITrap::Tick(RunListEvent* ev)
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if (nType == 14)
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{
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short nWall = sTrap[nTrap].field_6;
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int nWall = sTrap[nTrap].field_6;
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if (nWall > -1)
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{
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wall[nWall].picnum = sTrap[nTrap].field_A;
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@ -1396,7 +1396,7 @@ void AITrap::Tick(RunListEvent* ev)
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{
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pBullet->s().clipdist = 50;
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short nWall = sTrap[nTrap].field_6;
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int nWall = sTrap[nTrap].field_6;
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if (nWall > -1)
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{
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wall[nWall].picnum = sTrap[nTrap].field_A + 1;
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@ -1558,8 +1558,8 @@ void DimLights()
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if (sector[i].floorshade < 100)
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sector[i].floorshade++;
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short startwall = sector[i].wallptr;
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short endwall = startwall + sector[i].wallnum;
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int startwall = sector[i].wallptr;
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int endwall = startwall + sector[i].wallnum;
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for (int nWall = startwall; nWall < endwall; nWall++)
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{
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@ -1638,8 +1638,8 @@ void DoFinale()
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DExhumedActor* BuildEnergyBlock(int nSector)
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{
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short startwall = sector[nSector].wallptr;
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short nWalls = sector[nSector].wallnum;
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int startwall = sector[nSector].wallptr;
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int nWalls = sector[nSector].wallnum;
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int x = 0;
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int y = 0;
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@ -1726,8 +1726,8 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
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int nSector =pSprite->sectnum;
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short startwall = sector[nSector].wallptr;
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short nWalls = sector[nSector].wallnum;
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int startwall = sector[nSector].wallptr;
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int nWalls = sector[nSector].wallnum;
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int i;
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@ -1805,8 +1805,8 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
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sector[i].floorpal = 0;
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}
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short startwall = sector[i].wallptr;
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short endwall = startwall + sector[i].wallnum;
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int startwall = sector[i].wallptr;
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int endwall = startwall + sector[i].wallnum;
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for (int nWall = startwall; nWall < endwall; nWall++)
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{
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@ -161,8 +161,8 @@ void InitSpiritHead()
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void DimSector(int nSector)
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{
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short startwall = sector[nSector].wallptr;
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short nWalls = sector[nSector].wallnum;
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int startwall = sector[nSector].wallptr;
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int nWalls = sector[nSector].wallnum;
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for (int i = 0; i < nWalls; i++)
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{
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@ -678,7 +678,7 @@ void CheckAmbience(int nSector)
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if (!SoundEnabled()) return;
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if (SectSound[nSector] != -1)
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{
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short nSector2 = SectSoundSect[nSector];
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int nSector2 = SectSoundSect[nSector];
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walltype* pWall = &wall[sector[nSector2].wallptr];
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if (!soundEngine->IsSourcePlayingSomething(SOURCE_Ambient, &amb, 0))
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{
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@ -44,7 +44,7 @@ struct Switch
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short nRunPtr;
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int nSector;
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short nRun2;
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short nWall;
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int nWall;
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short nRun3;
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uint16_t nKeyMask;
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};
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@ -288,7 +288,7 @@ void AISWStepOn::TouchFloor(RunListEvent* ev)
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if (var_14 != sRunChannels[nChannel].c)
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{
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short nWall = sector[nSector].wallptr;
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int nWall = sector[nSector].wallptr;
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, sector[nSector].floorz, nSector);
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assert(sRunChannels[nChannel].c < 8);
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@ -450,7 +450,7 @@ void AISWPressSector::Use(RunListEvent* ev)
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}
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std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, short nWall)
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std::pair<int, int> BuildSwPressWall(short nChannel, short nLink, int nWall)
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{
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if (SwitchCount <= 0 || nLink < 0 || nWall < 0) {
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I_Error("Too many switches!\n");
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@ -482,7 +482,7 @@ void AISWPressWall::Process(RunListEvent* ev)
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if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
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{
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short nWall = SwitchData[nSwitch].nWall;
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int nWall = SwitchData[nSwitch].nWall;
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SwitchData[nSwitch].nRun3 = runlist_AddRunRec(wall[nWall].lotag - 1, &RunData[ev->nRun]);
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}
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}
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@ -505,7 +505,7 @@ void AISWPressWall::Use(RunListEvent* ev)
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SwitchData[nSwitch].nRun3 = -1;
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}
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short nWall = SwitchData[nSwitch].nWall;
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int nWall = SwitchData[nSwitch].nWall;
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int nSector =SwitchData[nSwitch].nSector; // CHECKME - where is this set??
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PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector, CHANF_LISTENERZ);
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