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Fix interpolation of sprites in sectors with SE_31_FLOOR_RISE_FALL
git-svn-id: https://svn.eduke32.com/eduke32@6135 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 11 additions and 1 deletions
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@ -5540,6 +5540,15 @@ static void HandleSE31(int spriteNum, int setFloorZ, int spriteZ, int SEdir, int
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pData[0] = 0;
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pData[3] = pSprite->hitag;
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for (bssize_t SPRITES_OF_SECT(pSprite->sectnum, j))
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{
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if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
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{
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actor[j].bpos.z = sprite[j].z;
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actor[j].floorz = pSector->floorz;
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}
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}
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A_CallSound(pSprite->sectnum, spriteNum);
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}
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else
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@ -5560,7 +5569,8 @@ static void HandleSE31(int spriteNum, int setFloorZ, int spriteZ, int SEdir, int
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if (sprite[j].zvel == 0 && sprite[j].statnum != STAT_EFFECTOR && sprite[j].statnum != STAT_PROJECTILE)
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{
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actor[j].bpos.z = sprite[j].z += zChange;
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actor[j].bpos.z = sprite[j].z;
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sprite[j].z += zChange;
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actor[j].floorz = pSector->floorz;
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}
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}
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