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SW: Clamp tsprz of blood pool floor decals
git-svn-id: https://svn.eduke32.com/eduke32@8598 1a8010ca-5511-0410-912e-c29ae57300e0 # Conflicts: # source/sw/src/names2.h
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3 changed files with 3 additions and 3 deletions
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@ -750,8 +750,8 @@ analyzesprites(int viewx, int viewy, int viewz, SWBOOL mirror)
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}
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}
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}
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}
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// workaround for mines beneath the floor
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// workaround for mines and floor decals beneath the floor
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if (tsp->picnum == BETTY_R0)
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if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1)
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{
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{
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auto sp = (uspriteptr_t)&sprite[SpriteNum];
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auto sp = (uspriteptr_t)&sprite[SpriteNum];
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int32_t const floorz = getflorzofslope(sp->sectnum, sp->x, sp->y);
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int32_t const floorz = getflorzofslope(sp->sectnum, sp->x, sp->y);
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@ -1249,5 +1249,6 @@ enum STAT_ENUMS
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#define SCROLL 516
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#define SCROLL 516
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#define SCROLL_FIRE 524
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#define SCROLL_FIRE 524
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#define FLOORBLOOD1 389
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#endif
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#endif
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@ -20840,7 +20840,6 @@ int QueueHole(short ang, short hit_sect, short hit_wall, int hit_x, int hit_y, i
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return SpriteNum;
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return SpriteNum;
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}
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}
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#define FLOORBLOOD1 389
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#define FLOORBLOOD_RATE 30
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#define FLOORBLOOD_RATE 30
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ANIMATOR DoFloorBlood;
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ANIMATOR DoFloorBlood;
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STATE s_FloorBlood1[] =
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STATE s_FloorBlood1[] =
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