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- handle all remaining int_pos outside the sound code.
SPOTLITE has no handler, so its temp_data is of no use.
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commit
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3 changed files with 1 additions and 5 deletions
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@ -638,7 +638,7 @@ static void handle_st15(sectortype* sptr, DDukeActor* actor)
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}
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else
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{
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if (sptr->int_floorz() > a2->int_pos().Z)
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if (sptr->floorz > a2->spr.pos.Z)
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activatewarpelevators(a2, -1);
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else
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activatewarpelevators(a2, 1);
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@ -540,8 +540,6 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case SPOTLITE:
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act->temp_data[0] = act->int_pos().X;
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act->temp_data[1] = act->int_pos().Y;
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break;
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case BULLETHOLE:
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act->spr.xrepeat = act->spr.yrepeat = 3;
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@ -569,8 +569,6 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
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break;
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case SPOTLITE:
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act->temp_data[0] = act->int_pos().X;
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act->temp_data[1] = act->int_pos().Y;
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break;
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case BULLETHOLE:
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act->spr.xrepeat = act->spr.yrepeat = 3;
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