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- one third of slidor.cpp
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4 changed files with 34 additions and 54 deletions
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@ -71,13 +71,13 @@ inline constexpr int TEXT_INFO_LINE(int line) { return (TEXT_INFO_Y + ((line)*TE
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void PutStringInfo(PLAYERp pp, const char* string);
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short DoSlidorMatch(PLAYERp pp, short match, bool);
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void DoSlidorMatch(PLAYERp pp, short match, bool);
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bool TestSlidorMatchActive(short match);
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void InterpSectorSprites(short sectnum, bool state);
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using INTERP_FUNC = void(*)(int, int);
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void SetSlidorActive(short SpriteNum);
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void SetSlidorActive(DSWActor*);
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void DoSlidorInterp(short, INTERP_FUNC);
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int DoBeginJump(DSWActor* actor);
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@ -73,8 +73,8 @@ short DoVatorOperate(PLAYERp, short);
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short DoVatorMatch(PLAYERp pp, short match);
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void DoRotatorOperate(PLAYERp, short);
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void DoRotatorMatch(PLAYERp pp, short match, bool);
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short DoSlidorOperate(PLAYERp, short);
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short DoSlidorMatch(PLAYERp pp, short match, bool);
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void DoSlidorOperate(PLAYERp, short);
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void DoSlidorMatch(PLAYERp pp, short match, bool);
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void KillMatchingCrackSprites(short match);
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int DoTrapReset(short match);
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@ -39,9 +39,9 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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BEGIN_SW_NS
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void ReverseSlidor(short SpriteNum)
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void ReverseSlidor(DSWActor* actor)
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{
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USERp u = User[SpriteNum].Data();
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USERp u = actor->u();
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ROTATORp r;
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r = u->rotator.Data();
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@ -50,7 +50,7 @@ void ReverseSlidor(short SpriteNum)
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if (u->Tics)
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{
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u->Tics = 0;
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SetSlidorActive(SpriteNum);
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SetSlidorActive(actor);
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return;
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}
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@ -68,17 +68,15 @@ void ReverseSlidor(short SpriteNum)
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}
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bool
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SlidorSwitch(short match, short setting)
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bool SlidorSwitch(short match, short setting)
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{
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SPRITEp sp;
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int i;
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bool found = false;
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StatIterator it(STAT_DEFAULT);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_DEFAULT);
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while (auto actor = it.Next())
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{
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sp = &sprite[i];
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sp = &actor->s();
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if (sp->lotag == TAG_SPRITE_SWITCH_VATOR && sp->hitag == match)
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{
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@ -90,15 +88,15 @@ SlidorSwitch(short match, short setting)
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return found;
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}
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void SetSlidorActive(short SpriteNum)
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void SetSlidorActive(DSWActor* actor)
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{
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = u->SpriteP;
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USERp u = actor->u();
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SPRITEp sp = &actor->s();
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ROTATORp r;
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r = u->rotator.Data();
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DoSlidorInterp(SpriteNum, StartInterpolation);
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DoSlidorInterp(actor->GetSpriteIndex(), StartInterpolation);
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// play activate sound
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DoSoundSpotMatch(SP_TAG2(sp), 1, SOUND_OBJECT_TYPE);
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@ -127,7 +125,7 @@ void SetSlidorInactive(short SpriteNum)
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}
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// called for operation from the space bar
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short DoSlidorOperate(PLAYERp pp, short sectnum)
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void DoSlidorOperate(PLAYERp pp, short sectnum)
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{
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short match;
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@ -136,37 +134,27 @@ short DoSlidorOperate(PLAYERp pp, short sectnum)
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if (match > 0)
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{
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if (TestSlidorMatchActive(match))
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return -1;
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else
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return DoSlidorMatch(pp, match, true);
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if (!TestSlidorMatchActive(match))
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DoSlidorMatch(pp, match, true);
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}
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return -1;
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}
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// called from switches and triggers
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// returns first vator found
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short
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DoSlidorMatch(PLAYERp pp, short match, bool manual)
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void DoSlidorMatch(PLAYERp pp, short match, bool manual)
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{
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USERp fu;
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SPRITEp fsp;
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short sectnum;
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short first_vator = -1;
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int i;
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//SlidorSwitch(match, ON);
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StatIterator it(STAT_SLIDOR);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_SLIDOR);
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while (auto actor = it.Next())
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{
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fsp = &sprite[i];
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fsp = &actor->s();
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if (SP_TAG1(fsp) == SECT_SLIDOR && SP_TAG2(fsp) == match)
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{
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fu = User[i].Data();
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fu = actor->u();
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// single play only vator
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// bool 8 must be set for message to display
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@ -184,9 +172,6 @@ DoSlidorMatch(PLAYERp pp, short match, bool manual)
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continue;
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}
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if (first_vator == -1)
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first_vator = i;
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sectnum = fsp->sectnum;
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if (pp && SectUser[sectnum].Data() && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->number)
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@ -197,40 +182,35 @@ DoSlidorMatch(PLAYERp pp, short match, bool manual)
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{
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PutStringInfo(pp, quoteMgr.GetQuote(QUOTE_DOORMSG + key_num - 1));
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return -1;
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return;
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}
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}
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if (TEST(fu->Flags, SPR_ACTIVE))
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{
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ReverseSlidor(i);
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ReverseSlidor(actor);
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continue;
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}
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SetSlidorActive(i);
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SetSlidorActive(actor);
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}
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}
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return first_vator;
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}
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bool
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TestSlidorMatchActive(short match)
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bool TestSlidorMatchActive(short match)
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{
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USERp fu;
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SPRITEp fsp;
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int i;
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StatIterator it(STAT_SLIDOR);
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while ((i = it.NextIndex()) >= 0)
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SWStatIterator it(STAT_SLIDOR);
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while (auto actor = it.Next())
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{
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fsp = &sprite[i];
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fsp = &actor->s();
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if (SP_TAG1(fsp) == SECT_SLIDOR && SP_TAG2(fsp) == match)
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{
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fu = User[i].Data();
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fu = actor->u();
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// Does not have to be inactive to be operated
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if (TEST_BOOL6(fsp))
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@ -625,7 +605,7 @@ int DoSlidorMove(short SpriteNum)
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if (bu && TEST(bsp->cstat, CSTAT_SPRITE_BLOCK) && TEST(bsp->extra, SPRX_PLAYER_OR_ENEMY))
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{
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// found something blocking so reverse to ON position
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ReverseSlidor(SpriteNum);
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ReverseSlidor(actor);
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SET_BOOL8(sp); // tell vator that something blocking door
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found = true;
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break;
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@ -644,7 +624,7 @@ int DoSlidorMove(short SpriteNum)
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if (pp->lo_sectp == §or[sp->sectnum] ||
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pp->hi_sectp == §or[sp->sectnum])
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{
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ReverseSlidor(SpriteNum);
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ReverseSlidor(actor);
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u->vel_rate = -u->vel_rate;
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found = true;
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@ -6836,7 +6836,7 @@ SpriteControl(void)
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if (u->Tics)
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{
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if ((u->Tics -= synctics) <= 0)
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SetSlidorActive(i);
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SetSlidorActive(actor);
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else
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continue;
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}
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