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- wrap actor index storage in sector in the script index API.
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2 changed files with 4 additions and 3 deletions
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@ -4030,7 +4030,8 @@ HORIZONLY:
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psect = s->sectnum;
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psect = s->sectnum;
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if (ud.clipping == 0 && sector[psect].lotag == ST_31_TWO_WAY_TRAIN)
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if (ud.clipping == 0 && sector[psect].lotag == ST_31_TWO_WAY_TRAIN)
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{
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{
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if (sprite[sector[psect].hitag].xvel && hittype[sector[psect].hitag].temp_data[0] == 0) // hijack
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auto act = ScriptIndexToActor(sector[psect].hitag);
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if (act && act->s.xvel && act->temp_data[0] == 0)
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{
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{
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quickkill(p);
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quickkill(p);
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return;
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return;
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@ -961,7 +961,7 @@ void spawneffector(DDukeActor* actor)
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if (sp->pal) sp->clipdist = 1;
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if (sp->pal) sp->clipdist = 1;
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else sp->clipdist = 0;
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else sp->clipdist = 0;
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t[3] = sector[sect].floorz;
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t[3] = sector[sect].floorz;
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sector[sect].hitag = actor->GetIndex(); // hijack
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sector[sect].hitag = ActorToScriptIndex(actor);
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}
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}
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DukeSpriteIterator it;
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DukeSpriteIterator it;
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@ -1014,7 +1014,7 @@ void spawneffector(DDukeActor* actor)
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sp->extra = 0;
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sp->extra = 0;
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else sp->extra = 1;
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else sp->extra = 1;
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sector[sect].hitag = actor->GetIndex(); // hijack
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sector[sect].hitag = ActorToScriptIndex(actor);
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int j = 0;
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int j = 0;
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