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Fix a bug with swinging doors
This fixes a bug with swinging doors where multiple swinging doors linked together could become out of sync with each other if you block one door from moving and activate the second door again while the first is still blocked. git-svn-id: https://svn.eduke32.com/eduke32@8721 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 1 deletions
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@ -925,11 +925,15 @@ REDODOOR:
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if (j >= 0)
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if (j >= 0)
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{
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{
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for (SPRITES_OF(STAT_EFFECTOR, i))
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if (tag == (sector[SECT(i)].lotag & 0x8000u) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i) && T5(i))
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return;
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int soundPlayed = 0;
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int soundPlayed = 0;
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for (SPRITES_OF(STAT_EFFECTOR, i))
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for (SPRITES_OF(STAT_EFFECTOR, i))
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{
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{
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if (tag == (sector[SECT(i)].lotag & 0x8000u) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i) && !T5(i))
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if (tag == (sector[SECT(i)].lotag & 0x8000u) && SLT(i) == SE_11_SWINGING_DOOR && sprite[j].hitag == SHT(i))
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{
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{
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if (sector[SECT(i)].lotag & 0x8000u) sector[SECT(i)].lotag &= 0x7fff;
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if (sector[SECT(i)].lotag & 0x8000u) sector[SECT(i)].lotag &= 0x7fff;
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else sector[SECT(i)].lotag |= 0x8000u;
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else sector[SECT(i)].lotag |= 0x8000u;
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