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When SE 17 can't find the next sector for the floor, use the heuristic added for ceilings in r3013 to determine the floorz, replacing the game exit added in r2971.
git-svn-id: https://svn.eduke32.com/eduke32@6582 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 5 additions and 4 deletions
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@ -2964,10 +2964,11 @@ int A_Spawn(int spriteNum, int tileNum)
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T5(newSprite) = sector[nextSectNum].floorz;
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T5(newSprite) = sector[nextSectNum].floorz;
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else
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else
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{
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{
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// XXX: we should return to the menu for this and similar failures
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// heuristic
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Bsprintf(tempbuf, "SE 17 (warp elevator) setup failed: sprite %d at (%d, %d)", newSprite,
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T5(newSprite) = sector[sectNum].floorz;
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TrackerCast(sprite[newSprite].x), TrackerCast(sprite[newSprite].y));
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G_GameExit(tempbuf);
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OSD_Printf(OSD_ERROR "WARNING: SE17 sprite %d using own sector %d's floorz.\n",
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newSprite, sectNum);
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}
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}
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if (numplayers < 2 && !g_netServer)
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if (numplayers < 2 && !g_netServer)
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