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- replaced hi_sp with an actor pointer.
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commit
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11 changed files with 38 additions and 43 deletions
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@ -1947,11 +1947,11 @@ DoPlayerZrange(PLAYERp pp)
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pp->lo_sectp = pp->hi_sectp = nullptr;
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pp->lowActor = nullptr;
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pp->hi_sp = nullptr;
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pp->highActor = nullptr;
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if (TEST(ceilhit, 0xc000) == 49152)
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{
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pp->hi_sp = &sprite[ceilhit & 4095];
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pp->highActor = &swActors[ceilhit & 4095];
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}
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else
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{
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@ -4764,10 +4764,10 @@ DoPlayerDive(PLAYERp pp)
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else
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{
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// close to a warping sector - stop diveing with a warp to surface
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// !JIM! FRANK - I added !pp->hi_sp so that you don't warp to surface when
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// !JIM! FRANK - I added !pp->hiActor so that you don't warp to surface when
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// there is a sprite above you since getzrange returns a hiz < ceiling height
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// if you are clipping into a sprite and not the ceiling.
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if (pp->posz < pp->hiz + Z(4) && !pp->hi_sp)
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if (pp->posz < pp->hiz + Z(4) && !pp->highActor)
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{
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DoPlayerStopDive(pp);
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return;
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@ -6081,12 +6081,9 @@ DoPlayerDeathZrange(PLAYERp pp)
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DoFindGround(pp->PlayerSprite);
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// update player values with results from DoFindGround
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// pp->hiz = u->hiz;
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pp->loz = u->loz;
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pp->lowActor = u->lowActor;
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//pp->hi_sp = u->hi_sp;
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pp->lo_sectp = u->lo_sectp;
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//pp->hi_sectp = u->hi_sectp;
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}
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void DoPlayerDeathHurl(PLAYERp pp)
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