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- fixed the last remaining z/inttoworld mismatches.
The one in clipmove was critical, the other ones not so much.
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3 changed files with 4 additions and 4 deletions
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@ -603,7 +603,7 @@ CollisionBase clipmove_(vec3_t * const pos, int * const sectnum, int32_t xvect,
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if (enginecompatibility_mode != ENGINECOMPATIBILITY_NONE)
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{
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DVector3 fpos(pos->X* inttoworld, pos->Y* inttoworld, pos->Z* inttoworld);
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DVector3 fpos(pos->X* inttoworld, pos->Y* inttoworld, pos->Z* zinttoworld);
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for (int j=0; j<clipsectnum; j++)
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if (inside(fpos.X, fpos.Y, §or[clipsectorlist[j]]) == 1)
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@ -6386,7 +6386,7 @@ Collision move_sprite(DSWActor* actor, const DVector3& change, double ceildist,
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// I subtracted 8 from the clipdist because actors kept going up on
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// ledges they were not supposed to go up on. Did the same for the
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// player. Seems to work ok!
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auto pos = actor->spr.pos.plusZ(-zH - maptoworld);
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auto pos = actor->spr.pos.plusZ(-zH - zmaptoworld);
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FAFgetzrange(pos, actor->sector(),
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&globhiz, &globhihit, &globloz, &globlohit,
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actor->clipdist - GETZRANGE_CLIP_ADJ, cliptype);
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@ -6544,7 +6544,7 @@ int MissileZrange(DSWActor* actor)
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auto tempshort = actor->spr.cstat;
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actor->spr.cstat &= ~(CSTAT_SPRITE_BLOCK);
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FAFgetzrangepoint(actor->spr.pos.plusZ(-maptoworld), actor->sector(), &globhiz, &globhihit, &globloz, &globlohit);
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FAFgetzrangepoint(actor->spr.pos.plusZ(-zmaptoworld), actor->sector(), &globhiz, &globhihit, &globloz, &globlohit);
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actor->spr.cstat = tempshort;
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@ -14981,7 +14981,7 @@ int InitCoolgFire(DSWActor* actor)
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int DoCoolgDrip(DSWActor* actor)
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{
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actor->user.Counter += 220;
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actor->spr.pos.Z += actor->user.Counter * maptoworld;
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actor->spr.pos.Z += actor->user.Counter * zmaptoworld;
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if (actor->spr.pos.Z > actor->user.loz - actor->user.floor_dist)
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{
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