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https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
- operateactivators and operatemasterswitches.
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parent
7635fc9ad6
commit
4236f800f6
7 changed files with 36 additions and 45 deletions
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@ -107,7 +107,7 @@ static const char* cheatUnlock()
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{
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if (j & (0xffff - 16384))
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sector[i].lotag &= (0xffff - 16384);
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operatesectors(i, ps[myconnectindex].i);
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operatesectors(i, ps[myconnectindex].GetActor());
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}
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}
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fi.operateforcefields(ps[myconnectindex].i, -1);
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@ -279,11 +279,6 @@ inline int findplayer(spritetype* act, int* x)
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return findplayer(&hittype[act - sprite], x);
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}
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inline void operatesectors(int s, DDukeActor* i)
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{
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operatesectors(s, i->GetIndex());
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}
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inline void detonate(int i, int explosion)
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{
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detonate(&hittype[i], explosion);
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@ -151,7 +151,7 @@ int check_activator_motion(int lotag);
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void operateactivators(int l, int w);
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void operateforcefields_common(int s, int low, const std::initializer_list<int>& tiles);
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void operatemasterswitches(int lotag);
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void operatesectors(int s, int i);
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void operatesectors(int s, DDukeActor* i);
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void hud_input(int playerNum);
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int getanimationgoal(int animtype, int animindex);
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bool isanearoperator(int lotag);
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@ -2519,7 +2519,7 @@ int ParseState::parse(void)
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break;
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}
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if (j == -1)
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operatesectors(neartagsector, g_i);
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operatesectors(neartagsector, g_ac);
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}
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}
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break;
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@ -944,9 +944,8 @@ static void handle_st28(int sn, DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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void operatesectors(int sn, int ii)
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void operatesectors(int sn, DDukeActor *actor)
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{
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auto actor = &hittype[ii];
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int j=0, startwall, endwall;
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int i;
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sectortype* sptr;
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@ -1064,7 +1063,7 @@ void operatesectors(int sn, int ii)
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//
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//---------------------------------------------------------------------------
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void operateactivators(int low, int snum)
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void operateactivators(int low, int plnum)
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{
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int i, j, k;
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short * p;
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@ -1086,66 +1085,65 @@ void operateactivators(int low, int snum)
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}
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k = -1;
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StatIterator it(STAT_ACTIVATOR);
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while ((i = it.NextIndex()) >= 0)
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DukeStatIterator it(STAT_ACTIVATOR);
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while (auto act = it.Next())
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{
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auto si = &hittype[i].s;
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if (si->lotag == low)
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if (act->s.lotag == low)
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{
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if (si->picnum == ACTIVATORLOCKED)
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if (act->s.picnum == ACTIVATORLOCKED)
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{
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sector[si->sectnum].lotag ^= 16384;
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sector[act->s.sectnum].lotag ^= 16384;
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if (snum >= 0)
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if (plnum >= 0)
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{
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if (sector[si->sectnum].lotag & 16384)
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FTA(4, &ps[snum]);
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else FTA(8, &ps[snum]);
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if (sector[act->s.sectnum].lotag & 16384)
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FTA(4, &ps[plnum]);
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else FTA(8, &ps[plnum]);
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}
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}
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else
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{
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switch (si->hitag)
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switch (act->s.hitag)
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{
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case 0:
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break;
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case 1:
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if (sector[si->sectnum].floorz != sector[si->sectnum].ceilingz)
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if (sector[act->s.sectnum].floorz != sector[act->s.sectnum].ceilingz)
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{
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continue;
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}
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break;
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case 2:
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if (sector[si->sectnum].floorz == sector[si->sectnum].ceilingz)
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if (sector[act->s.sectnum].floorz == sector[act->s.sectnum].ceilingz)
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{
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continue;
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}
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break;
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}
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if (sector[si->sectnum].lotag < 3)
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if (sector[act->s.sectnum].lotag < 3)
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{
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SectIterator it(si->sectnum);
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while ((j = it.NextIndex()) >= 0)
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DukeSectIterator it(act->s.sectnum);
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while (auto a2 = it.Next())
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{
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if (sprite[j].statnum == 3) switch (sprite[j].lotag)
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if (a2->s.statnum == 3) switch (a2->s.lotag)
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{
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case SE_18_INCREMENTAL_SECTOR_RISE_FALL:
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if (isRRRA()) break;
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case SE_36_PROJ_SHOOTER:
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case SE_31_FLOOR_RISE_FALL:
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case SE_32_CEILING_RISE_FALL:
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hittype[j].temp_data[0] = 1 - hittype[j].temp_data[0];
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callsound(si->sectnum, j);
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a2->temp_data[0] = 1 - a2->temp_data[0];
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callsound(act->s.sectnum, a2);
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break;
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}
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}
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}
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if (k == -1 && (sector[si->sectnum].lotag & 0xff) == 22)
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k = callsound(si->sectnum, i);
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if (k == -1 && (sector[act->s.sectnum].lotag & 0xff) == 22)
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k = callsound(act->s.sectnum, act);
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operatesectors(si->sectnum, i);
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operatesectors(act->s.sectnum, act);
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}
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}
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}
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@ -1161,13 +1159,11 @@ void operateactivators(int low, int snum)
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void operatemasterswitches(int low)
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{
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int i;
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StatIterator it(STAT_STANDABLE);
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while ((i = it.NextIndex()) >= 0)
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DukeStatIterator it(STAT_STANDABLE);
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while (auto act2 = it.Next())
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{
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if (sprite[i].picnum == MASTERSWITCH && sprite[i].lotag == low && sprite[i].yvel == 0)
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sprite[i].yvel = 1;
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if (act2->s.picnum == MASTERSWITCH && act2->s.lotag == low && act2->s.yvel == 0)
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act2->s.yvel = 1;
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}
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}
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@ -630,7 +630,7 @@ void activatebysector_d(int sect, int j)
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}
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if (didit == 0)
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operatesectors(sect, j);
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operatesectors(sect, &hittype[j]);
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}
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//---------------------------------------------------------------------------
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@ -1775,7 +1775,7 @@ void checksectors_d(int snum)
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if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH)
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return;
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}
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operatesectors(neartagsector, p->i);
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operatesectors(neartagsector, p->GetActor());
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}
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else if ((sector[sprite[p->i].sectnum].lotag & 16384) == 0)
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{
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@ -1786,7 +1786,7 @@ void checksectors_d(int snum)
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{
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if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH) return;
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}
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operatesectors(sprite[p->i].sectnum, p->i);
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operatesectors(sprite[p->i].sectnum, p->GetActor());
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}
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else fi.checkhitswitch(snum, neartagwall, 0);
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}
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@ -906,7 +906,7 @@ void activatebysector_r(int sect, int j)
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}
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if (sector[sect].lotag != 22)
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operatesectors(sect, j);
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operatesectors(sect, &hittype[j]);
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}
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@ -2723,7 +2723,7 @@ void checksectors_r(int snum)
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return;
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}
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if (haskey(neartagsector, snum))
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operatesectors(neartagsector, p->i);
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operatesectors(neartagsector, p->GetActor());
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else
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{
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if (hittype[neartagsprite].spriteextra > 3)
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@ -2743,7 +2743,7 @@ void checksectors_r(int snum)
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if (sprite[i].picnum == ACTIVATOR || sprite[i].picnum == MASTERSWITCH) return;
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}
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if (haskey(neartagsector, snum))
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operatesectors(sprite[p->i].sectnum, p->i);
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operatesectors(sprite[p->i].sectnum, p->GetActor());
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else
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{
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if (hittype[neartagsprite].spriteextra > 3)
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