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- fixed bad direction setup for vertically moving SE 0.
This also adds missing interpolation for this case.
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parent
ee5832048f
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2 changed files with 2 additions and 1 deletions
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@ -1787,7 +1787,7 @@ void handle_se00(DDukeActor* actor)
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if (sect->floorz > actor->spr.pos.Z) //z's are touching
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if (sect->floorz > actor->spr.pos.Z) //z's are touching
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{
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{
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sect->addfloorz(-2);
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sect->addfloorz(-2);
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zchange = 2;
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zchange = -2;
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if (sect->floorz < actor->spr.pos.Z)
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if (sect->floorz < actor->spr.pos.Z)
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sect->setfloorz(actor->spr.pos.Z);
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sect->setfloorz(actor->spr.pos.Z);
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}
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}
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@ -968,6 +968,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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case SE_15_SLIDING_DOOR:
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case SE_15_SLIDING_DOOR:
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case SE_16_REACTOR:
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case SE_16_REACTOR:
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case SE_26:
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case SE_26:
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if(actor->spr.lotag == SE_0_ROTATING_SECTOR) StartInterpolation(actor->sector(), Interp_Sect_Floorz);
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setsectinterpolate(actor->sector());
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setsectinterpolate(actor->sector());
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break;
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break;
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