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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
* Make destructable ceilings and floors (SE 13 pointing down) behave well with TROR; also carry sprites and players on the roof of a subway. The latter uses t_data[9] on the pivot sprite.
* Make the minimum resolution possible 640x480. Sometimes you'd accidentally enter something like 'vidmode 800 60' and crashes would ensue... * fix a warning git-svn-id: https://svn.eduke32.com/eduke32@1921 1a8010ca-5511-0410-912e-c29ae57300e0
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parent
3bc56d267c
commit
83ab50d66e
4 changed files with 119 additions and 25 deletions
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@ -3411,10 +3411,9 @@ void overheadeditor(void)
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ulz[0] &= ~255;
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ulz[1] = ulz[0] + swsecheight;
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if (maxceilz >= ulz[0] || ulz[0] >= ulz[1] || ulz[1] >= minfloorz)
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if (maxceilz >= ulz[0] || ulz[1] >= minfloorz)
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{
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message("Too little z headroom for sandwiching");
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// message("Internal error while sandwiching: z values wrong");
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goto end_yax;
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}
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}
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@ -9740,6 +9740,9 @@ int32_t setgamemode(char davidoption, int32_t daxdim, int32_t daydim, int32_t da
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{
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int32_t i, j;
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daxdim = max(640, daxdim);
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daydim = max(480, daydim);
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#ifdef USE_OPENGL
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extern char nogl;
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@ -5696,6 +5696,9 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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if (s->xvel)
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{
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#ifdef YAX_ENABLE
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int32_t firstrun = 1;
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#endif
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x = getangle(sprite[s->owner].x-s->x,sprite[s->owner].y-s->y);
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q = G_GetAngleDelta(s->ang,x)>>3;
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@ -5749,38 +5752,52 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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x = (s->xvel*sintable[s->ang&2047])>>14;
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TRAVERSE_CONNECT(p)
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if (sector[g_player[p].ps->cursectnum].lotag != 2)
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{
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if (g_playerSpawnPoints[p].os == s->sectnum)
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if (g_player[p].ps->cursectnum < 0)
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{
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g_playerSpawnPoints[p].ox += m;
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g_playerSpawnPoints[p].oy += x;
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// might happen when squished into void space
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// initprintf("cursectnum < 0!\n");
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break;
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}
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if (s->sectnum == sprite[g_player[p].ps->i].sectnum)
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if (sector[g_player[p].ps->cursectnum].lotag != 2)
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{
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rotatepoint(s->x,s->y,g_player[p].ps->pos.x,g_player[p].ps->pos.y,q,&g_player[p].ps->pos.x,&g_player[p].ps->pos.y);
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g_player[p].ps->pos.x += m;
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g_player[p].ps->pos.y += x;
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g_player[p].ps->bobposx += m;
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g_player[p].ps->bobposy += x;
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g_player[p].ps->ang += q;
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if (g_netServer || numplayers > 1)
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if (g_playerSpawnPoints[p].os == s->sectnum)
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{
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g_player[p].ps->opos.x = g_player[p].ps->pos.x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y;
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g_playerSpawnPoints[p].ox += m;
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g_playerSpawnPoints[p].oy += x;
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}
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if (sprite[g_player[p].ps->i].extra <= 0)
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if (s->sectnum == sprite[g_player[p].ps->i].sectnum
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#ifdef YAX_ENABLE
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|| (t[9]>=0 && t[9] == sprite[g_player[p].ps->i].sectnum)
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#endif
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)
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{
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sprite[g_player[p].ps->i].x = g_player[p].ps->pos.x;
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sprite[g_player[p].ps->i].y = g_player[p].ps->pos.y;
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rotatepoint(s->x,s->y,g_player[p].ps->pos.x,g_player[p].ps->pos.y,q,&g_player[p].ps->pos.x,&g_player[p].ps->pos.y);
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g_player[p].ps->pos.x += m;
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g_player[p].ps->pos.y += x;
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g_player[p].ps->bobposx += m;
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g_player[p].ps->bobposy += x;
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g_player[p].ps->ang += q;
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if (g_netServer || numplayers > 1)
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{
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g_player[p].ps->opos.x = g_player[p].ps->pos.x;
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g_player[p].ps->opos.y = g_player[p].ps->pos.y;
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}
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if (sprite[g_player[p].ps->i].extra <= 0)
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{
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sprite[g_player[p].ps->i].x = g_player[p].ps->pos.x;
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sprite[g_player[p].ps->i].y = g_player[p].ps->pos.y;
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}
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}
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}
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}
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j = headspritesect[s->sectnum];
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while (j >= 0)
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{
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@ -5811,6 +5828,16 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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}
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j = nextspritesect[j];
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#ifdef YAX_ENABLE
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if (j < 0)
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{
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if (t[9]>=0 && firstrun)
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{
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firstrun = 0;
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j = headspritesect[t[9]];
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}
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}
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#endif
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}
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A_MoveSector(i);
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@ -6526,6 +6553,11 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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case 13:
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if (t[2])
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{
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// t[0]: ceiling z
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// t[1]: floor z
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// s->owner: 1 if affect ceiling, 0 if affect floor
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// t[3]: 1 if ceiling was parallaxed at premap, 0 else
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j = (SP<<5)|1;
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if (s->ang == 512)
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@ -6552,7 +6584,27 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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sc->ceilingz += ksgn(t[0]-sc->ceilingz)*j;
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sc->ceilingz = t[0];
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}
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#ifdef YAX_ENABLE
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if (s->ang == 512)
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{
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int16_t cf=!s->owner, bn=yax_getbunch(sc-sector, cf);
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int32_t jj, daz=SECTORFLD(sc-sector,z, cf);
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if (bn >= 0)
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{
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for (SECTORS_OF_BUNCH(bn, cf, jj))
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{
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SECTORFLD(jj,z, cf) = daz;
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SECTORFLD(jj,stat, cf) &= ~(128+256 + 512+2048);
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}
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for (SECTORS_OF_BUNCH(bn, !cf, jj))
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{
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SECTORFLD(jj,z, !cf) = daz;
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SECTORFLD(jj,stat, !cf) &= ~(128+256 + 512+2048);
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}
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}
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}
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#endif
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if (t[3] == 1)
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{
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//Change the shades
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@ -5212,6 +5212,28 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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sector[sect].ceilingz = sp->z;
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else
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sector[sect].floorz = sp->z;
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#ifdef YAX_ENABLE
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{
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int16_t cf=!sp->owner, bn=yax_getbunch(sect, cf);
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int32_t jj, daz=SECTORFLD(sect,z, cf);
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if (bn >= 0)
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{
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for (SECTORS_OF_BUNCH(bn, cf, jj))
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{
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SECTORFLD(jj,z, cf) = daz;
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SECTORFLD(jj,stat, cf) &= ~256;
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SECTORFLD(jj,stat, cf) |= 128 + 512+2048;
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}
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for (SECTORS_OF_BUNCH(bn, !cf, jj))
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{
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SECTORFLD(jj,z, !cf) = daz;
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SECTORFLD(jj,stat, !cf) &= ~256;
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SECTORFLD(jj,stat, !cf) |= 128 + 512+2048;
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}
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}
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}
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#endif
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}
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else
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sector[sect].ceilingz = sector[sect].floorz = sp->z;
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@ -5422,7 +5444,6 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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case 16://That rotating blocker reactor thing
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case 26://ESCELATOR
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case 30://No rotational subways
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if (sp->lotag == 0)
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{
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if (sector[sect].lotag == 30)
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@ -5477,9 +5498,12 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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G_GameExit(tempbuf);
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}
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}
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if (sp->lotag == 30 || sp->lotag == 6 || sp->lotag == 14 || sp->lotag == 5)
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{
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#ifdef YAX_ENABLE
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int32_t outerwall=-1;
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#endif
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startwall = sector[sect].wallptr;
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endwall = startwall+sector[sect].wallnum;
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sector[ wall[ s ].nextsector].hitag == 0 &&
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sector[ wall[ s ].nextsector].lotag < 3)
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{
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#ifdef YAX_ENABLE
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outerwall = wall[s].nextwall;
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#endif
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s = wall[s].nextsector;
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j = 1;
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break;
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}
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}
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#ifdef YAX_ENABLE
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actor[i].t_data[9] = -1;
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if (outerwall >= 0)
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{
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int32_t upperwall = yax_getnextwall(outerwall, YAX_CEILING);
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if (upperwall>=0 && wall[upperwall].nextsector>=0)
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{
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Sect_SetInterpolation(wall[upperwall].nextsector);
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actor[i].t_data[9] = wall[upperwall].nextsector;
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}
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}
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#endif
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if (j == 0)
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{
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Bsprintf(tempbuf,"Subway found no zero'd sectors with locators\nat (%d,%d).\n",sp->x,sp->y);
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