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Relax SKIPWALLCHECK enforcement with SHRINKSPARK projectile in Duke3D
git-svn-id: https://svn.eduke32.com/eduke32@8086 1a8010ca-5511-0410-912e-c29ae57300e0
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ad4afc2020
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1 changed files with 1 additions and 2 deletions
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@ -255,7 +255,7 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum);
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bfirst_search_init(sectorList, sectorMap, &numSectors, MAXSECTORS, pSprite->sectnum);
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#ifndef EDUKE32_STANDALONE
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#ifndef EDUKE32_STANDALONE
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if (!FURY && ((pSprite->picnum == RPG && pSprite->xrepeat < 11) || pSprite->picnum == SHRINKSPARK))
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if (!FURY && (pSprite->picnum == RPG && pSprite->xrepeat < 11))
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goto SKIPWALLCHECK;
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goto SKIPWALLCHECK;
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#endif
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#endif
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@ -303,7 +303,6 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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}
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}
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SKIPWALLCHECK:
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SKIPWALLCHECK:
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// this is really weird
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int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
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int const randomZOffset = -ZOFFSET2 + (krand()&(ZOFFSET5-1));
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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for (int sectorCount=0; sectorCount < numSectors; ++sectorCount)
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