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Was checking something out for a mapper and noticed this block of code should be nested deeper.
git-svn-id: https://svn.eduke32.com/eduke32@7222 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 6 additions and 6 deletions
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@ -3534,14 +3534,14 @@ ACTOR_STATIC void G_MoveTransports(void)
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doWater = P_Submerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
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doWater = P_Submerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
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else if (sectLotag == ST_2_UNDERWATER)
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else if (sectLotag == ST_2_UNDERWATER)
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doWater = P_Emerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
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doWater = P_Emerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
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}
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if (doWater == 1)
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if (doWater == 1)
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{
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{
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pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum);
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pPlayer->pos.x += sprite[OW(spriteNum)].x - SX(spriteNum);
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pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum);
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pPlayer->pos.y += sprite[OW(spriteNum)].y - SY(spriteNum);
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P_FinishWaterChange(sectSprite, pPlayer, sectLotag, OW(spriteNum), sprite[OW(spriteNum)].sectnum);
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P_FinishWaterChange(sectSprite, pPlayer, sectLotag, OW(spriteNum), sprite[OW(spriteNum)].sectnum);
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}
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}
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}
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}
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}
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else if (!(sectLotag == ST_1_ABOVE_WATER && pPlayer->on_ground == 1))
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else if (!(sectLotag == ST_1_ABOVE_WATER && pPlayer->on_ground == 1))
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