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- after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage.
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5d388f8e63
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4 changed files with 10 additions and 7 deletions
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@ -2276,7 +2276,7 @@ FUNC(LS_Sector_SetDamage)
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}
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}
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}
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}
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sectors[secnum].damageamount = (short)arg1;
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sectors[secnum].damageamount = (short)arg1;
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sectors[secnum].damagemod = (short)arg2;
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sectors[secnum].damagetype = MODtoDamageType(arg2);
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sectors[secnum].damageinterval = (short)arg3;
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sectors[secnum].damageinterval = (short)arg3;
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sectors[secnum].leakydamage = (short)arg4;
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sectors[secnum].leakydamage = (short)arg4;
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}
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}
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@ -369,15 +369,18 @@ void P_SerializeWorld (FArchive &arc)
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<< sec->heightsec
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<< sec->heightsec
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<< sec->bottommap << sec->midmap << sec->topmap
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<< sec->bottommap << sec->midmap << sec->topmap
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<< sec->gravity
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<< sec->gravity
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<< sec->damageamount
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<< sec->damageamount;
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<< sec->damagemod;
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if (SaveVersion >= 4528)
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if (SaveVersion >= 4528)
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{
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{
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arc << sec->damageinterval
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arc << sec->damageinterval
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<< sec->leakydamage;
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<< sec->leakydamage
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<< sec->damagetype;
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}
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}
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else
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else
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{
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{
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short damagemod;
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arc << damagemod;
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sec->damagetype = MODtoDamageType(damagemod);
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if (sec->damageamount < 20)
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if (sec->damageamount < 20)
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{
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{
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sec->leakydamage = 0;
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sec->leakydamage = 0;
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@ -570,7 +570,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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{
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if (level.time % sector->damageinterval == 0 && (ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
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if (level.time % sector->damageinterval == 0 && (ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
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{
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, MODtoDamageType (sector->damagemod));
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P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
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}
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}
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}
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}
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@ -1439,7 +1439,7 @@ void P_SpawnSpecials (void)
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{
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{
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sector_t *sec = §ors[s];
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sector_t *sec = §ors[s];
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sec->damageamount = damage;
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sec->damageamount = damage;
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sec->damagemod = 0;//MOD_UNKNOWN;
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sec->damagetype = NAME_None;
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if (sec->damageamount < 20)
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if (sec->damageamount < 20)
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{
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{
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sec->leakydamage = 0;
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sec->leakydamage = 0;
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@ -710,8 +710,8 @@ struct sector_t
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struct msecnode_t *touching_thinglist; // phares 3/14/98
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struct msecnode_t *touching_thinglist; // phares 3/14/98
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float gravity; // [RH] Sector gravity (1.0 is normal)
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float gravity; // [RH] Sector gravity (1.0 is normal)
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FNameNoInit damagetype; // [RH] Means-of-death for applied damage
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short damageamount; // [RH] Damage to do while standing on floor
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short damageamount; // [RH] Damage to do while standing on floor
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short damagemod; // [RH] Means-of-death for applied damage
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short damageinterval; // Interval for damage application
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short damageinterval; // Interval for damage application
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short leakydamage; // chance of leaking through radiation suit
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short leakydamage; // chance of leaking through radiation suit
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