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- My ActorMover fix from earlier today was causing problems with moving sectors
because it exposed a design flaw in the thinker system: Having every single actor default to the highest available statnum means that nothing can be placed in a slot where it is guaranteed to be run after all actors have ticked. But this is required for any thinker that moves an actor (i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed because they were added at the end of the list so almost nothing they moved was behind them in a thinker list. However, when an actor was spawned on a moving floor it did not move smoothly. The default statnum is now 100 so that there's sufficient slots above where such thinkers can be placed. SVN r2060 (trunk)
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26c33afafb
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11 changed files with 53 additions and 48 deletions
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@ -3,6 +3,15 @@ December 30, 2009 (Changes by Graf Zahl)
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it happened outside the moved actor's Tick function. This got particularly
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obvious with moving skybox viewpoints (See Daedalus's MAP21 intro for a good
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example.)
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Fixing this exposed a design flaw in the thinker system:
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Having every single actor default to the highest available statnum means that
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nothing can be placed in a slot where it is guaranteed to be run after all actors
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have ticked. But this is required for any thinker that moves an actor
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(i.e. AActorMover and DSectorEffect.) With DSectorEffect it just went unnoticed
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because they were added at the end of the list so almost nothing they moved was
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behind them in a thinker list. However, when an actor was spawned on a moving
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floor it did not move smoothly. The default statnum is now 100 so that there's
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sufficient slots above where such thinkers can be placed.
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December 28, 2009
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- Fixed: Shooting up and down with AArtiPoisonBag3::Use() was completely
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@ -580,7 +580,6 @@ public:
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virtual void Deactivate (AActor *activator);
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virtual void Tick ();
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void DoTick ();
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// Smallest yaw interval for a mapthing to be spawned with
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virtual angle_t AngleIncrements ();
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@ -872,9 +871,6 @@ public:
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fixed_t PrevX, PrevY, PrevZ;
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angle_t PrevAngle;
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fixed_t LastX, LastY, LastZ;
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angle_t LastAngle;
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// ThingIDs
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static void ClearTIDHashes ();
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void AddToHash ();
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@ -27,12 +27,14 @@
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#include "p_local.h"
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#include "p_3dmidtex.h"
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#include "r_interpolate.h"
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#include "statnums.h"
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IMPLEMENT_CLASS (DSectorEffect)
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DSectorEffect::DSectorEffect ()
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{
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m_Sector = NULL;
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ChangeStatNum(STAT_SECTOREFFECT);
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}
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void DSectorEffect::Destroy()
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@ -36,6 +36,7 @@
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#include <stdlib.h>
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#include "dobject.h"
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#include "statnums.h"
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class AActor;
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class player_t;
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@ -62,7 +63,7 @@ class DThinker : public DObject
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{
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DECLARE_CLASS (DThinker, DObject)
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public:
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DThinker (int statnum = MAX_STATNUM) throw();
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DThinker (int statnum = STAT_DEFAULT) throw();
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void Destroy ();
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virtual ~DThinker ();
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virtual void Tick ();
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@ -213,6 +213,7 @@ void APathFollower::BeginPlay ()
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Super::BeginPlay ();
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PrevNode = CurrNode = NULL;
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bActive = false;
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ChangeStatNum(STAT_ACTORMOVER);
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}
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void APathFollower::PostBeginPlay ()
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@ -523,9 +523,9 @@ bool P_Move (AActor *actor)
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// so make it switchable
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if (nomonsterinterpolation)
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{
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actor->LastX = actor->PrevX = actor->x;
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actor->LastY = actor->PrevY = actor->y;
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actor->LastZ = actor->PrevZ = actor->z;
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actor->PrevX = actor->x;
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actor->PrevY = actor->y;
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actor->PrevZ = actor->z;
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}
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if (try_ok && friction > ORIG_FRICTION)
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@ -2435,8 +2435,8 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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{
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if (nomonsterinterpolation)
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{
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actor->LastX = actor->PrevX = oldX;
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actor->LastY = actor->PrevY = oldY;
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actor->PrevX = oldX;
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actor->PrevY = oldY;
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}
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}
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P_NewChaseDir (actor);
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@ -392,9 +392,9 @@ bool P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, bool telefr
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R_ResetViewInterpolation ();
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}
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thing->LastX = thing->PrevX = x;
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thing->LastY = thing->PrevY = y;
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thing->LastZ = thing->PrevZ = z;
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thing->PrevX = x;
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thing->PrevY = y;
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thing->PrevZ = z;
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return true;
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}
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@ -434,10 +434,10 @@ void AActor::Serialize (FArchive &arc)
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Speed = GetDefault()->Speed;
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}
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}
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LastX = PrevX = x;
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LastY = PrevY = y;
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LastZ = PrevZ = z;
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LastAngle = PrevAngle = angle;
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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PrevAngle = angle;
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UpdateWaterLevel(z, false);
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}
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}
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@ -2806,7 +2806,7 @@ void AActor::SetShade (int r, int g, int b)
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//
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// P_MobjThinker
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//
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void AActor::DoTick ()
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void AActor::Tick ()
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{
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// [RH] Data for Heretic/Hexen scrolling sectors
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static const BYTE HexenScrollDirs[8] = { 64, 0, 192, 128, 96, 32, 224, 160 };
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@ -2836,6 +2836,13 @@ void AActor::DoTick ()
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return;
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}
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// This is necessary to properly interpolate movement outside this function
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// like from an ActorMover
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PrevX = x;
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PrevY = y;
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PrevZ = z;
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PrevAngle = angle;
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if (flags5 & MF5_NOINTERACTION)
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{
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// only do the minimally necessary things here to save time:
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@ -3375,23 +3382,6 @@ void AActor::DoTick ()
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}
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}
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void AActor::Tick()
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{
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// This is necessary to properly interpolate movement outside this function
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// like from an ActorMover
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PrevX = LastX;
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PrevY = LastY;
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PrevZ = LastZ;
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PrevAngle = LastAngle;
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DoTick();
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LastX = x;
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LastY = y;
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LastZ = z;
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LastAngle = angle;
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}
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//==========================================================================
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//
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// AActor::UpdateWaterLevel
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@ -3531,9 +3521,9 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor = static_cast<AActor *>(const_cast<PClass *>(type)->CreateNew ());
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actor->x = actor->LastX = actor->PrevX = ix;
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actor->y = actor->LastY = actor->PrevY = iy;
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actor->z = actor->LastZ = actor->PrevZ = iz;
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actor->x = actor->PrevX = ix;
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actor->y = actor->PrevY = iy;
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actor->z = actor->PrevZ = iz;
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actor->picnum.SetInvalid();
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actor->health = actor->SpawnHealth();
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@ -4418,7 +4408,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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mobj->tid = mthing->thingid;
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mobj->AddToHash ();
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mobj->LastAngle = mobj->PrevAngle = mobj->angle = (DWORD)((mthing->angle * UCONST64(0x100000000)) / 360);
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mobj->PrevAngle = mobj->angle = (DWORD)((mthing->angle * UCONST64(0x100000000)) / 360);
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mobj->BeginPlay ();
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if (!(mobj->ObjectFlags & OF_EuthanizeMe))
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{
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@ -898,16 +898,14 @@ void P_SetupPortals()
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fixed_t deltay2 = points[j]->Mate->y - points[j]->y;
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if (deltax1 == deltax2 && deltay1 == deltay2)
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{
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if (points[j]->Sector->FloorSkyBox == points[j])
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points[j]->Sector->FloorSkyBox == points[i];
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if (points[j]->Sector->FloorSkyBox == points[j]->Mate)
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points[j]->Sector->FloorSkyBox = points[i]->Mate;
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if (points[j]->Sector->CeilingSkyBox == points[j])
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points[j]->Sector->CeilingSkyBox == points[i];
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if (points[j]->Sector->CeilingSkyBox == points[j]->Mate)
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points[j]->Sector->CeilingSkyBox = points[i]->Mate;
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points[j]->special1 = 1;
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break;
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}
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}
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}
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}
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@ -142,9 +142,9 @@ bool P_MoveThing(AActor *source, fixed_t x, fixed_t y, fixed_t z, bool fog)
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Spawn<ATeleportFog> (x, y, z + TELEFOGHEIGHT, ALLOW_REPLACE);
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Spawn<ATeleportFog> (oldx, oldy, oldz + TELEFOGHEIGHT, ALLOW_REPLACE);
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}
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source->LastX = source->PrevX = x;
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source->LastY = source->PrevY = y;
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source->LastZ = source->PrevZ = z;
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source->PrevX = x;
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source->PrevY = y;
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source->PrevZ = z;
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return true;
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}
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else
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@ -1,3 +1,5 @@
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#ifndef __STATNUMS_H
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#define __STATNUMS_H
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/*
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** statnums.h
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**
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STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects!!!
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STAT_EARTHQUAKE, // Earthquake actors
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STAT_MAPMARKER, // Map marker actors
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STAT_DEFAULT = 100,
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STAT_SECTOREFFECT,
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STAT_ACTORMOVER,
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};
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#endif
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