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more array iteration fixes.
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parent
b05706929d
commit
62753c02f0
2 changed files with 4 additions and 4 deletions
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@ -380,7 +380,7 @@ void setanimatevalue(int i, double value)
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void doanimations(void)
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{
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for (int i = animates.Size() - 1; i >= 0; i--)
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for (int i = animates.SSize() - 1; i >= 0; i--)
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{
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double a = getanimatevalue(i);
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double const v = animates[i].vel * TICSPERFRAME;
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@ -450,7 +450,7 @@ int getanimationindex(int animtype, sectortype* animtargetp)
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j = -1;
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int animtarget = sectindex(animtargetp);
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for (i = animates.Size() - 1; i >= 0; i--)
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for (i = animates.SSize() - 1; i >= 0; i--)
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if (animtype == animates[i].type && animtarget == animates[i].target)
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{
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j = i;
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@ -1141,7 +1141,7 @@ void operateactivators(int low, DDukePlayer* plr)
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Cycler * p;
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walltype* wal;
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for (i = cyclers.Size() - 1; i >= 0; i--)
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for (i = cyclers.SSize() - 1; i >= 0; i--)
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{
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p = &cyclers[i];
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@ -654,7 +654,7 @@ void DeleteNoSoundOwner(DSWActor* actor)
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});
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// also delete all ambients attached to this actor.
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for (int i = ambients.Size() - 1; i >= 0; i--)
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for (int i = ambients.SSize() - 1; i >= 0; i--)
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{
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auto amb = ambients[i];
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if (amb->spot == actor)
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