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- floatified VSpriteBusy
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1 changed files with 4 additions and 4 deletions
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@ -1239,7 +1239,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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nWave = pXSector->busyWaveA;
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else
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nWave = pXSector->busyWaveB;
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int dz1 = pXSector->int_onFloorZ() - pXSector->int_offFloorZ();
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double dz1 = pXSector->onFloorZ - pXSector->offFloorZ;
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if (dz1 != 0)
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{
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BloodSectIterator it(pSector);
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@ -1248,11 +1248,11 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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if (actor->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += actor->basePoint.Z + MulScale(dz1, GetWaveValueI(a2, nWave), 16) * inttoworld;
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actor->spr.pos.Z += actor->basePoint.Z + dz1 * GetWaveValue(a2, nWave);
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}
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}
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}
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int dz2 = pXSector->int_onCeilZ() - pXSector->int_offCeilZ();
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double dz2 = pXSector->onCeilZ - pXSector->offCeilZ;
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if (dz2 != 0)
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{
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BloodSectIterator it(pSector);
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@ -1261,7 +1261,7 @@ int VSpriteBusy(sectortype* pSector, unsigned int a2, DBloodActor* initiator)
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if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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{
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viewBackupSpriteLoc(actor);
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actor->spr.pos.Z += actor->basePoint.Z + MulScale(dz2, GetWaveValueI(a2, nWave), 16) * inttoworld;
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actor->spr.pos.Z += actor->basePoint.Z + dz2 * GetWaveValue(a2, nWave);
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}
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}
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}
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