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Make SE_13_EXPLOSIVE call A_GetZLimits() for all statnum 0-2 sprites in sector when triggering
This fixes the fire sprites inside exploding walls not waking up after the wall explodes. git-svn-id: https://svn.eduke32.com/eduke32@8723 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -6958,6 +6958,10 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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}
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for (int SPRITES_OF_SECT(pSprite->sectnum, p))
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if (sprite[p].statnum >= STAT_DEFAULT && sprite[p].statnum <= STAT_ZOMBIEACTOR)
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A_GetZLimits(p);
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if (++pData[2] > 256)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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}
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