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Fix hitradius performance when affecting tons of walls
git-svn-id: https://svn.eduke32.com/eduke32@6793 1a8010ca-5511-0410-912e-c29ae57300e0
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@ -156,7 +156,7 @@ void A_RadiusDamage(int spriteNum, int blastRadius, int dmg1, int dmg2, int dmg3
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{
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if (G_WallSpriteDist(pWall, pSprite) < blastRadius)
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{
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int16_t damageSector = -1;
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int16_t damageSector = pSprite->sectnum;
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int const nextSector = pWall->nextsector;
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if (nextSector >= 0)
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