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- updatesectorz with DVector3.
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2 changed files with 9 additions and 2 deletions
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@ -124,6 +124,13 @@ inline void updatesectorz(int x, int y, int z, sectortype** const sectp)
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*sectp = sectno == -1 ? nullptr : §or[sectno];
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*sectp = sectno == -1 ? nullptr : §or[sectno];
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}
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}
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inline void updatesectorz(const DVector3& pos, sectortype** const sectp)
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{
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int sectno = *sectp ? sector.IndexOf(*sectp) : -1;
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updatesectorz(int(pos.X * worldtoint), int(pos.Y * worldtoint), int(pos.Z * zworldtoint), §no);
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*sectp = sectno == -1 ? nullptr : §or[sectno];
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}
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inline void updatesectorneighbor(int x, int y, sectortype** const sect, int maxDistance = MAXUPDATESECTORDIST)
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inline void updatesectorneighbor(int x, int y, sectortype** const sect, int maxDistance = MAXUPDATESECTORDIST)
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{
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{
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int sectno = *sect? sector.IndexOf(*sect) : -1;
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int sectno = *sect? sector.IndexOf(*sect) : -1;
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@ -816,13 +816,13 @@ void SpawnZombie2(DSWActor* actor)
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if (FAF_ConnectArea(actor->sector()))
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if (FAF_ConnectArea(actor->sector()))
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{
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{
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auto newsect = actor->sector();
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auto newsect = actor->sector();
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updatesectorz(actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z + Z(10), &newsect);
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updatesectorz(actor->spr.pos.plusZ(10), &newsect);
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if (SectorIsUnderwaterArea(newsect))
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if (SectorIsUnderwaterArea(newsect))
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return;
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return;
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}
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}
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auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], actor->sector(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->int_ang(), 0);
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auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], actor->sector(), actor->spr.pos, actor->spr.angle, 0);
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actorNew->user.Counter3 = 0;
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actorNew->user.Counter3 = 0;
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SetOwner(ownerActor, actorNew);
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SetOwner(ownerActor, actorNew);
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actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
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actorNew->spr.pal = actorNew->user.spal = ownerActor->user.spal;
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