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Eliminate another goofy holdover from the old version of A_RadiusDamage()
git-svn-id: https://svn.eduke32.com/eduke32@8099 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 3 additions and 4 deletions
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@ -290,15 +290,14 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
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if (getwalldist(pSprite->pos.vec2, w, &closest) >= blastRadius)
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continue;
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int const nextSector = pWall->nextsector;
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int const damageSector = (nextSector >= 0) ? wall[pWall->nextwall].nextsector : sectorNum;
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vec3_t const vect = { closest.x, closest.y, pSprite->z };
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if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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if (cansee(vect.x, vect.y, vect.z, sectorNum, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
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{
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A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
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int const nextSector = pWall->nextsector;
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if (nextSector >= 0)
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bfirst_search_try(sectorList, sectorMap, &numSectors, nextSector);
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