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- Duke: wall[] replacement in script code.
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commit
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1 changed files with 30 additions and 29 deletions
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@ -943,72 +943,73 @@ void DoWall(char bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor, s
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if (!bSet) SetGameVarID(lVar2, 0, sActor, sPlayer);
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return;
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}
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auto wallp = &wall[iWall];
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// All fields affecting map geometry have been made read-only!
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switch (lLabelID)
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{
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case WALL_X:
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if (!bSet) SetGameVarID(lVar2, wall[iWall].x, sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, wallp->x, sActor, sPlayer);
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break;
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case WALL_Y:
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if (bSet) SetGameVarID(lVar2, wall[iWall].y, sActor, sPlayer);
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if (bSet) SetGameVarID(lVar2, wallp->y, sActor, sPlayer);
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break;
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case WALL_POINT2:
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if (!bSet) SetGameVarID(lVar2, wall[iWall].point2, sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, wallp->point2, sActor, sPlayer);
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break;
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case WALL_NEXTWALL:
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if (!bSet) SetGameVarID(lVar2, wall[iWall].nextwall, sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, wallp->nextwall, sActor, sPlayer);
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break;
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case WALL_NEXTSECTOR:
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if (!bSet) SetGameVarID(lVar2, wall[iWall].nextsector, sActor, sPlayer);
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if (!bSet) SetGameVarID(lVar2, wallp->nextsector, sActor, sPlayer);
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break;
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case WALL_CSTAT:
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if (bSet) wall[iWall].cstat = lValue;
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else SetGameVarID(lVar2, wall[iWall].cstat, sActor, sPlayer);
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if (bSet) wallp->cstat = lValue;
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else SetGameVarID(lVar2, wallp->cstat, sActor, sPlayer);
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break;
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case WALL_PICNUM:
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if (bSet) wall[iWall].picnum = lValue;
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else SetGameVarID(lVar2, wall[iWall].picnum, sActor, sPlayer);
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if (bSet) wallp->picnum = lValue;
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else SetGameVarID(lVar2, wallp->picnum, sActor, sPlayer);
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break;
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case WALL_OVERPICNUM:
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if (bSet) wall[iWall].overpicnum = lValue;
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else SetGameVarID(lVar2, wall[iWall].overpicnum, sActor, sPlayer);
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if (bSet) wallp->overpicnum = lValue;
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else SetGameVarID(lVar2, wallp->overpicnum, sActor, sPlayer);
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break;
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case WALL_SHADE:
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if (bSet) wall[iWall].shade = lValue;
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else SetGameVarID(lVar2, wall[iWall].shade, sActor, sPlayer);
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if (bSet) wallp->shade = lValue;
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else SetGameVarID(lVar2, wallp->shade, sActor, sPlayer);
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break;
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case WALL_PAL:
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if (bSet) wall[iWall].pal = lValue;
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else SetGameVarID(lVar2, wall[iWall].pal, sActor, sPlayer);
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if (bSet) wallp->pal = lValue;
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else SetGameVarID(lVar2, wallp->pal, sActor, sPlayer);
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break;
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case WALL_XREPEAT:
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if (bSet) wall[iWall].xrepeat = lValue;
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else SetGameVarID(lVar2, wall[iWall].xrepeat, sActor, sPlayer);
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if (bSet) wallp->xrepeat = lValue;
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else SetGameVarID(lVar2, wallp->xrepeat, sActor, sPlayer);
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break;
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case WALL_YREPEAT:
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if (bSet) wall[iWall].yrepeat = lValue;
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else SetGameVarID(lVar2, wall[iWall].yrepeat, sActor, sPlayer);
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if (bSet) wallp->yrepeat = lValue;
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else SetGameVarID(lVar2, wallp->yrepeat, sActor, sPlayer);
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break;
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case WALL_XPANNING:
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if (bSet) wall[iWall].xpan_ = (float)(lValue & 255);
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else SetGameVarID(lVar2, wall[iWall].xpan(), sActor, sPlayer);
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if (bSet) wallp->xpan_ = (float)(lValue & 255);
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else SetGameVarID(lVar2, wallp->xpan(), sActor, sPlayer);
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break;
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case WALL_YPANNING:
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if (bSet) wall[iWall].ypan_ = (float)(lValue & 255);
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else SetGameVarID(lVar2, wall[iWall].ypan(), sActor, sPlayer);
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if (bSet) wallp->ypan_ = (float)(lValue & 255);
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else SetGameVarID(lVar2, wallp->ypan(), sActor, sPlayer);
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break;
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case WALL_LOTAG:
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if (bSet) wall[iWall].lotag = lValue;
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else SetGameVarID(lVar2, wall[iWall].lotag, sActor, sPlayer);
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if (bSet) wallp->lotag = lValue;
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else SetGameVarID(lVar2, wallp->lotag, sActor, sPlayer);
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break;
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case WALL_HITAG:
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if (bSet) wall[iWall].hitag = lValue;
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else SetGameVarID(lVar2, wall[iWall].hitag, sActor, sPlayer);
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if (bSet) wallp->hitag = lValue;
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else SetGameVarID(lVar2, wallp->hitag, sActor, sPlayer);
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break;
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case WALL_EXTRA:
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if (bSet) wall[iWall].extra = lValue;
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else SetGameVarID(lVar2, wall[iWall].extra, sActor, sPlayer);
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if (bSet) wallp->extra = lValue;
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else SetGameVarID(lVar2, wallp->extra, sActor, sPlayer);
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break;
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default:
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break;
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