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actors.c: fix a A_CheckSpriteFlags() call for zombie actor to STANDABLE change.
This only affects zombie actors in a sector with a parallaxed ceiling. If they have SFLAG_NOSHADE clear, their shade is taken from the ceiling upon changing the statnum. Previously, A_CheckSpriteFlags() received a value that could only be 0 or 1 for the sprite index (typo). git-svn-id: https://svn.eduke32.com/eduke32@4477 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -946,8 +946,7 @@ ACTOR_STATIC void G_MoveZombieActors(void)
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case NUKEBARRELDENTED__STATIC:
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case NUKEBARRELDENTED__STATIC:
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case NUKEBARRELLEAKED__STATIC:
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case NUKEBARRELLEAKED__STATIC:
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case TRIPBOMB__STATIC:
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case TRIPBOMB__STATIC:
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// XXX: j is result of cansee() call.
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if (sector[s->sectnum].ceilingstat&1 && A_CheckSpriteFlags(i,SFLAG_NOSHADE) == 0)
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if (sector[s->sectnum].ceilingstat&1 && A_CheckSpriteFlags(j,SFLAG_NOSHADE) == 0)
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s->shade = sector[s->sectnum].ceilingshade;
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s->shade = sector[s->sectnum].ceilingshade;
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else s->shade = sector[s->sectnum].floorshade;
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else s->shade = sector[s->sectnum].floorshade;
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