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Remove a couple of blocks in A_MoveSpriteClipdist() from standalone builds and call setsprite() unconditionally before doing any movement
git-svn-id: https://svn.eduke32.com/eduke32@7406 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 6 additions and 0 deletions
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@ -425,6 +425,7 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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// check to make sure the netcode didn't leave a deleted sprite in the sprite lists.
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Bassert(pSprite->sectnum < MAXSECTORS);
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#ifndef EDUKE32_STANDALONE
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if (pSprite->statnum == STAT_MISC || (isEnemy && pSprite->xrepeat < 4))
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{
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pSprite->x += change->x;
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@ -436,6 +437,9 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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return 0;
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}
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#endif
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setsprite(spriteNum, (vec3_t *)pSprite);
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if (clipDist >= 0)
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{
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@ -447,8 +451,10 @@ int32_t A_MoveSpriteClipdist(int32_t spriteNum, vec3_t const * const change, uin
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{
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if (pSprite->xrepeat > 60)
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clipDist = 1024;
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#ifndef EDUKE32_STANDALONE
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else if (pSprite->picnum == LIZMAN)
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clipDist = 292;
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#endif
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else if (A_CheckSpriteFlags(spriteNum, SFLAG_BADGUY))
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clipDist = pSprite->clipdist<<2;
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else
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