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@ -16957,7 +16957,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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ChangeActorSect(actor, over);
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}
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actor->set_int_z(overActor->sector()->int_floorz() - Z(2));
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actor->spr.pos.Z = overActor->sector()->floorz - 2;
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// set z range and wade depth so we know how high to set view
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DoActorZrange(actor);
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