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- a few more quick sector[] replacements.
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parent
bc56b5a28f
commit
b548d9eca2
4 changed files with 29 additions and 28 deletions
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@ -4059,7 +4059,7 @@ void handle_se17(DDukeActor* actor)
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void handle_se18(DDukeActor *actor, bool morecheck)
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{
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int* t = &actor->temp_data[0];
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auto sc = §or[actor->s->sectnum];
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auto sc = actor->getSector();
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int st = actor->s->lotag;
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int sh = actor->s->hitag;
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@ -4158,7 +4158,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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void handle_se19(DDukeActor *actor, int BIGFORCE)
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{
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int* t = &actor->temp_data[0];
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auto sc = §or[actor->s->sectnum];
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auto sc = actor->getSector();
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int st = actor->s->lotag;
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int sh = actor->s->hitag;
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int j, x, q;
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@ -4370,7 +4370,7 @@ void handle_se21(DDukeActor* actor)
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void handle_se22(DDukeActor* actor)
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{
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int* t = &actor->temp_data[0];
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auto sc = §or[actor->s->sectnum];
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auto sc = actor->getSector();
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if (t[1])
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{
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if (getanimationgoal(anim_ceilingz, t[0]) >= 0)
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@ -4583,7 +4583,7 @@ void handle_se24(DDukeActor *actor, int16_t *list1, int16_t *list2, bool scroll,
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void handle_se25(DDukeActor* actor, int t_index, int snd1, int snd2)
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{
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int* t = &actor->temp_data[0];
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auto sec = §or[actor->s->sectnum];
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auto sec = actor->getSector();
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if (sec->floorz <= sec->ceilingz)
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actor->s->shade = 0;
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@ -4733,7 +4733,7 @@ void handle_se35(DDukeActor *actor, int SMALLSMOKE, int EXPLOSION2)
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void handle_se128(DDukeActor *actor)
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{
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int* t = &actor->temp_data[0];
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auto sc = §or[actor->s->sectnum];
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auto sc = actor->getSector();
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auto wal = &wall[t[2]];
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@ -4772,7 +4772,7 @@ void handle_se128(DDukeActor *actor)
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void handle_se130(DDukeActor *actor, int countmax, int EXPLOSION2)
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{
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int* t = &actor->temp_data[0];
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auto sc = §or[actor->s->sectnum];
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auto sc = actor->getSector();
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if (t[0] > countmax)
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{
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@ -3596,7 +3596,7 @@ void moveeffectors_d(void) //STATNUM 3
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto act = it.Next())
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{
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auto sc = §or[act->s->sectnum];
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auto sc = act->getSector();
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switch (act->s->lotag)
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{
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case SE_0_ROTATING_SECTOR:
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@ -3768,7 +3768,7 @@ void moveeffectors_d(void) //STATNUM 3
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while (auto act = it.Next())
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{
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if (act->s->lotag != SE_29_WAVES) continue;
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auto sc = §or[act->s->sectnum];
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auto sc = act->getSector();
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if (sc->wallnum != 4) continue;
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auto wal = &wall[sc->wallptr + 2];
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alignflorslope(act->s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz);
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@ -38,7 +38,7 @@ static int jaildoorcnt;
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static int minecartcnt;
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static int lightnincnt;
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static short torchsector[64];
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static int torchsector[64];
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static short torchsectorshade[64];
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static short torchtype[64];
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@ -195,28 +195,29 @@ void dotorch(void)
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ds = krand()&8;
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for (int i = 0; i < torchcnt; i++)
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{
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auto sect = §or[torchsector[i]];
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shade = torchsectorshade[i] - ds;
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switch (torchtype[i])
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{
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case 0:
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sector[torchsector[i]].floorshade = shade;
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sector[torchsector[i]].ceilingshade = shade;
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sect->floorshade = shade;
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sect->ceilingshade = shade;
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break;
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case 1:
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sector[torchsector[i]].ceilingshade = shade;
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sect->ceilingshade = shade;
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break;
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case 2:
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sector[torchsector[i]].floorshade = shade;
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sect->floorshade = shade;
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break;
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case 4:
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sector[torchsector[i]].ceilingshade = shade;
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sect->ceilingshade = shade;
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break;
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case 5:
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sector[torchsector[i]].floorshade = shade;
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sect->floorshade = shade;
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break;
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}
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startwall = sector[torchsector[i]].wallptr;
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endwall = startwall + sector[torchsector[i]].wallnum;
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startwall = sect->wallptr;
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endwall = startwall + sect->wallnum;
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for (j = startwall; j < endwall; j++)
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{
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if (wall[j].lotag != 1)
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@ -1669,7 +1669,7 @@ void movetransports_r(void)
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{
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k = 2;
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ps[p].oposz = ps[p].pos.z =
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sector[Owner->s->sectnum].ceilingz + (7 << 8);
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Owner->getSector()->ceilingz + (7 << 8);
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}
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if (onfloorz && sectlotag == 161 && ps[p].pos.z < (sector[sect].ceilingz + (6 << 8)))
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@ -1677,7 +1677,7 @@ void movetransports_r(void)
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k = 2;
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if (ps[p].GetActor()->s->extra <= 0) break;
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ps[p].oposz = ps[p].pos.z =
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sector[Owner->s->sectnum].floorz - (49 << 8);
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Owner->getSector()->floorz - (49 << 8);
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}
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}
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@ -1692,7 +1692,7 @@ void movetransports_r(void)
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}
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S_PlayActorSound(DUKE_UNDERWATER, ps[p].GetActor());
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ps[p].oposz = ps[p].pos.z =
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sector[Owner->s->sectnum].ceilingz + (7 << 8);
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Owner->getSector()->ceilingz + (7 << 8);
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if (ps[p].OnMotorcycle)
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ps[p].moto_underwater = 1;
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}
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@ -1708,7 +1708,7 @@ void movetransports_r(void)
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S_PlayActorSound(DUKE_GASP, ps[p].GetActor());
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ps[p].oposz = ps[p].pos.z =
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sector[Owner->s->sectnum].floorz - (7 << 8);
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Owner->getSector()->floorz - (7 << 8);
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}
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if (k == 1)
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@ -1843,7 +1843,7 @@ void movetransports_r(void)
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{
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spr2->x += (Owner->s->x - spr->x);
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spr2->y += (Owner->s->y - spr->y);
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spr2->z -= spr->z - sector[Owner->s->sectnum].floorz;
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spr2->z -= spr->z - Owner->getSector()->floorz;
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spr2->ang = Owner->s->ang;
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spr2->backupang();
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@ -1877,7 +1877,7 @@ void movetransports_r(void)
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case ST_1_ABOVE_WATER:
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spr2->x += (Owner->s->x - spr->x);
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spr2->y += (Owner->s->y - spr->y);
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spr2->z = sector[Owner->s->sectnum].ceilingz + ll;
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spr2->z = Owner->getSector()->ceilingz + ll;
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spr2->backupz();
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@ -1887,7 +1887,7 @@ void movetransports_r(void)
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case ST_2_UNDERWATER:
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spr2->x += (Owner->s->x - spr->x);
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spr2->y += (Owner->s->y - spr->y);
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spr2->z = sector[Owner->s->sectnum].floorz - ll;
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spr2->z = Owner->getSector()->floorz - ll;
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spr2->backupz();
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@ -1899,7 +1899,7 @@ void movetransports_r(void)
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if (!isRRRA()) break;
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spr2->x += (Owner->s->x - spr->x);
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spr2->y += (Owner->s->y - spr->y);
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spr2->z = sector[Owner->s->sectnum].ceilingz + ll2;
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spr2->z = Owner->getSector()->ceilingz + ll2;
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spr2->backupz();
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@ -1913,7 +1913,7 @@ void movetransports_r(void)
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if (!isRRRA()) break;
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spr2->x += (Owner->s->x - spr->x);
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spr2->y += (Owner->s->y - spr->y);
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spr2->z = sector[Owner->s->sectnum].floorz - ll2;
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spr2->z = Owner->getSector()->floorz - ll2;
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spr2->backupz();
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@ -3460,7 +3460,7 @@ void moveeffectors_r(void) //STATNUM 3
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto act = it.Next())
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{
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auto sc = §or[act->s->sectnum];
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auto sc = act->getSector();
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int st = act->s->lotag;
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int sh = act->s->hitag;
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@ -3646,7 +3646,7 @@ void moveeffectors_r(void) //STATNUM 3
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{
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auto s = act->s;
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if (act->s->lotag != SE_29_WAVES) continue;
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auto sc = §or[act->s->sectnum];
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auto sc = act->getSector();
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if (sc->wallnum != 4) continue;
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auto wal = &wall[sc->wallptr + 2];
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alignflorslope(act->s->sectnum, wal->x, wal->y, sector[wal->nextsector].floorz);
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