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actors.c: fix 3 incorrect '/' -> tabledivide32_noinline rewrites in r4658.
Division has higher precedence than bitwise-OR. The cases concerned SE3, SE4 and NEON* sprites. Incidental info: the blinking of NEON* sprites can be controlled via their lotag, similarly to how you how you give a "random flash number" as SE4 hitag. git-svn-id: https://svn.eduke32.com/eduke32@5155 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 10 additions and 3 deletions
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@ -4966,7 +4966,8 @@ ACTOR_STATIC void G_MoveMisc(void) // STATNUM 5
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case NEON5__STATIC:
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case NEON5__STATIC:
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case NEON6__STATIC:
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case NEON6__STATIC:
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if (tabledivide32_noinline(g_globalRandom, (s->lotag+1)&31) > 4) s->shade = -127;
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if ((tabledivide32_noinline(g_globalRandom, s->lotag+1)&31) > 4)
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s->shade = -127;
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else s->shade = 127;
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else s->shade = 127;
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goto BOLT;
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goto BOLT;
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@ -6235,7 +6236,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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// if(t[5] > 0) { t[5]--; break; }
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// if(t[5] > 0) { t[5]--; break; }
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if (tabledivide32_noinline(g_globalRandom, (sh+1)&31) < 4 && !t[2])
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if ((tabledivide32_noinline(g_globalRandom, sh+1)&31) < 4 && !t[2])
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{
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{
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// t[5] = 4+(g_globalRandom&7);
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// t[5] = 4+(g_globalRandom&7);
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sc->ceilingpal = s->owner>>8;
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sc->ceilingpal = s->owner>>8;
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@ -6271,8 +6272,13 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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}
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}
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case SE_4_RANDOM_LIGHTS:
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case SE_4_RANDOM_LIGHTS:
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{
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// See A_Spawn():
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// s->owner: original ((ceilingpal<<8) | floorpal)
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// t[2]: original floor shade
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// t[3]: max wall shade
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if (tabledivide32_noinline(g_globalRandom, (sh+1)&31) < 4)
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if ((tabledivide32_noinline(g_globalRandom, sh+1)&31) < 4)
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{
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{
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t[1] = s->shade + (g_globalRandom&15);//Got really bright
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t[1] = s->shade + (g_globalRandom&15);//Got really bright
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t[0] = s->shade + (g_globalRandom&15);
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t[0] = s->shade + (g_globalRandom&15);
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@ -6323,6 +6329,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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KILLIT(i);
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KILLIT(i);
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break;
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break;
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}
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//BOSS
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//BOSS
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case SE_5:
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case SE_5:
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