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Export sector effect pointers, fix missing pointer assignment on Lighting effect creation.
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3 changed files with 7 additions and 6 deletions
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@ -191,6 +191,7 @@ DLighting::DLighting (sector_t *sector)
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: DSectorEffect (sector)
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{
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ChangeStatNum (STAT_LIGHT);
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sector->lightingdata = this;
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}
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//-----------------------------------------------------------------------------
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@ -2490,9 +2490,9 @@ DEFINE_FIELD_X(Sector, sector_t, thinglist)
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DEFINE_FIELD_X(Sector, sector_t, friction)
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DEFINE_FIELD_X(Sector, sector_t, movefactor)
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DEFINE_FIELD_X(Sector, sector_t, terrainnum)
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DEFINE_FIELD_X(Sector, sector_t, floordata)
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DEFINE_FIELD_X(Sector, sector_t, ceilingdata)
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DEFINE_FIELD_X(Sector, sector_t, lightingdata)
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DEFINE_FIELD_UNSIZED(Sector, sector_t, floordata)
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DEFINE_FIELD_UNSIZED(Sector, sector_t, ceilingdata)
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DEFINE_FIELD_UNSIZED(Sector, sector_t, lightingdata)
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DEFINE_FIELD_X(Sector, sector_t, interpolations)
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DEFINE_FIELD_X(Sector, sector_t, soundtraversed)
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DEFINE_FIELD_X(Sector, sector_t, stairlock)
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@ -231,9 +231,9 @@ struct Sector native play
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native int terrainnum[2];
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// thinker_t for reversable actions
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//SectorEffect floordata;
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//SectorEffect ceilingdata;
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//SectorEffect lightingdata;
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native SectorEffect floordata;
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native SectorEffect ceilingdata;
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native SectorEffect lightingdata;
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enum EPlane
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{
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