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- deal with a few ->sectnum's in SW.
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321608e5ac
commit
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3 changed files with 7 additions and 9 deletions
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@ -570,7 +570,7 @@ int DoSkelTeleport(DSWActor* actor)
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SetActorZ(actor, &sp->pos);
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if (sp->sectnum != -1)
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if (sp->insector())
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break;
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}
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@ -4767,7 +4767,6 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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DSWActor* highActor;
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DSWActor* lowActor;
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SECTORp lo_sectp, hi_sectp;
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short sectnum;
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short dist;
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int cliptype = CLIPMASK_ACTOR;
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@ -4789,7 +4788,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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highActor = u->highActor;
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lo_sectp = u->lo_sectp;
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hi_sectp = u->hi_sectp;
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sectnum = sp->sectnum;
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auto sect = sp->sector();
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u->coll = move_sprite(actor, xchange, ychange, zchange,
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u->ceiling_dist, u->floor_dist, cliptype, ACTORMOVETICS);
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@ -10264,7 +10264,7 @@ void SpawnBreakStaticFlames(DSWActor* actor)
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nu->Radius = 200;
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nu->floor_dist = nu->ceiling_dist = 0;
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np->z = getflorzofslope(np->sectnum,np->x,np->y);
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np->z = getflorzofslopeptr(np->sector(), np->x, np->y);
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PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
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}
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@ -10892,7 +10892,7 @@ void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, int upper_zsize, int l
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{
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int cz,fz;
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getzsofslope(exp->sectnum, exp->x, exp->y, &cz, &fz);
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getzsofslopeptr(exp->sector(), exp->x, exp->y, &cz, &fz);
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tos_z = exp->z - upper_zsize;
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bos_z = exp->z + lower_zsize;
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@ -11397,7 +11397,6 @@ int DoBloodWorm(DSWActor* actor)
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int xvect,yvect;
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int bx,by;
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int amt;
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int sectnum;
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u->coll = move_ground_missile(actor, u->xchange, u->ychange, u->ceiling_dist, u->floor_dist, CLIPMASK_MISSILE, MISSILEMOVETICS);
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@ -11460,9 +11459,9 @@ int DoBloodWorm(DSWActor* actor)
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sp->x += MulScale(amt,xvect, 15);
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sp->y += MulScale(amt,yvect, 15);
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sectnum = sp->sectnum;
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updatesectorz(sp->x, sp->y, sp->z, §num);
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if (sectnum >= 0)
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auto sect = sp->sector();
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updatesectorz(sp->x, sp->y, sp->z, §);
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if (sect)
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{
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GlobalSkipZrange = true;
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InitBloodSpray(actor, false, 1);
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