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- spawneffectors
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parent
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commit
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2 changed files with 19 additions and 39 deletions
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@ -959,7 +959,7 @@ static void handle_st28(int sn, DDukeActor* actor)
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void operatesectors(int sn, DDukeActor *actor)
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{
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int j=0, startwall, endwall;
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int j=0;
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int i;
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sectortype* sptr;
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@ -1191,8 +1191,6 @@ void operatemasterswitches(int low)
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void operateforcefields_common(DDukeActor *effector, int low, const std::initializer_list<int> &tiles)
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{
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int p;
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for (int p = numanimwalls; p >= 0; p--)
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{
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auto wal = &wall[animwall[p].wallnum];
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@ -846,15 +846,12 @@ void spawneffector(DDukeActor* actor)
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//fix all the walls;
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startwall = sectp->wallptr;
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endwall = startwall + sectp->wallnum;
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for (s = startwall; s < endwall; s++)
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for (auto& wal : wallsofsector(sectp))
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{
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if (!(wall[s].hitag & 1))
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wall[s].shade = sp->shade;
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if ((wall[s].cstat & 2) && wall[s].nextwall >= 0)
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wall[wall[s].nextwall].shade = sp->shade;
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if (!(wal.hitag & 1))
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wal.shade = sp->shade;
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if ((wal.cstat & 2) && wal.nextwall >= 0)
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wal.nextWall()->shade = sp->shade;
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}
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break;
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@ -863,11 +860,8 @@ void spawneffector(DDukeActor* actor)
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// t[2] = sp->hitag;
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if (sp->ang != 1536) sectp->floorz = sp->z;
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startwall = sectp->wallptr;
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endwall = startwall + sectp->wallnum;
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for (s = startwall; s < endwall; s++)
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if (wall[s].hitag == 0) wall[s].hitag = 9999;
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for (auto& wal : wallsofsector(sectp))
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if (wal.hitag == 0) wal.hitag = 9999;
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StartInterpolation(sect, Interp_Sect_Floorz);
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@ -877,11 +871,8 @@ void spawneffector(DDukeActor* actor)
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t[2] = sp->hitag;
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if (sp->ang != 1536) sectp->ceilingz = sp->z;
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startwall = sectp->wallptr;
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endwall = startwall + sectp->wallnum;
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for (s = startwall; s < endwall; s++)
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if (wall[s].hitag == 0) wall[s].hitag = 9999;
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for (auto& wal : wallsofsector(sectp))
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if (wal.hitag == 0) wal.hitag = 9999;
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StartInterpolation(sect, Interp_Sect_Ceilingz);
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@ -891,14 +882,11 @@ void spawneffector(DDukeActor* actor)
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t[2] = sectp->floorshade;
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startwall = sectp->wallptr;
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endwall = startwall + sectp->wallnum;
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actor->palvals = (sectp->ceilingpal << 8) | sectp->floorpal;
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for (s = startwall; s < endwall; s++)
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if (wall[s].shade > t[3])
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t[3] = wall[s].shade;
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for (auto& wal : wallsofsector(sectp))
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if (wal.shade > t[3])
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t[3] = wal.shade;
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break;
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@ -913,12 +901,9 @@ void spawneffector(DDukeActor* actor)
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t[0] = sectp->floorshade;
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t[1] = sectp->ceilingshade;
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startwall = sectp->wallptr;
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endwall = startwall + sectp->wallnum;
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for (s = startwall; s < endwall; s++)
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if (wall[s].shade > t[2])
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t[2] = wall[s].shade;
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for (auto& wal : wallsofsector(sectp))
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if (wal.shade > t[2])
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t[2] = wal.shade;
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t[3] = 1; //Take Out;
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@ -931,12 +916,9 @@ void spawneffector(DDukeActor* actor)
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t[0] = sectp->floorshade;
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t[1] = sectp->ceilingshade;
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startwall = sectp->wallptr;
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endwall = startwall + sectp->wallnum;
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for (s = startwall; s < endwall; s++)
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if (wall[s].shade > t[2])
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t[2] = wall[s].shade;
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for (auto& wal : wallsofsector(sectp))
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if (wal.shade > t[2])
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t[2] = wal.shade;
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t[3] = 1; //Take Out;
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break;
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