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- replaced some changespritesect with ChangeActorSect.
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a48b45143e
commit
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4 changed files with 27 additions and 20 deletions
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@ -1586,7 +1586,7 @@ Collision move_scan(DSWActor* actor, short ang, int dist, int *stopx, int *stopy
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u->highActor = highActor;
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u->lo_sectp = lo_sectp;
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u->hi_sectp = hi_sectp;
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changespritesect(u->SpriteNum, ss);
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ChangeActorSect(actor, ss);
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return ret;
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}
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@ -1846,7 +1846,7 @@ UpdatePlayerSprite(PLAYERp pp)
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// there are multiple death functions
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if (TEST(pp->Flags, PF_DEAD))
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{
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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sprite[pp->PlayerSprite].ang = pp->angle.ang.asbuild();
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UpdatePlayerUnderSprite(pp);
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return;
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@ -1855,24 +1855,24 @@ UpdatePlayerSprite(PLAYERp pp)
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if (pp->sop_control)
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{
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sp->z = sector[pp->cursectnum].floorz;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerCrawl)
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{
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sp->z = pp->posz + PLAYER_CRAWL_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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#if 0
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else if (pp->DoPlayerAction == DoPlayerSwim)
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{
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sp->z = pp->loz - Z(pp->WadeDepth) + Z(1);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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#endif
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else if (pp->DoPlayerAction == DoPlayerWade)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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if (pp->WadeDepth > Z(29))
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{
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@ -1883,7 +1883,7 @@ UpdatePlayerSprite(PLAYERp pp)
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{
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// bobbing and sprite position taken care of in DoPlayerDive
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sp->z = pp->posz + Z(10);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerClimb)
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{
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@ -1893,7 +1893,7 @@ UpdatePlayerSprite(PLAYERp pp)
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//sp->x += MOVEx(256+64, sp->ang);
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//sp->y += MOVEy(256+64, sp->ang);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerFly)
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{
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@ -1902,22 +1902,22 @@ UpdatePlayerSprite(PLAYERp pp)
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//sp->z = pp->posz + PLAYER_HEIGHT;
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//DoPlayerSpriteBob(pp, PLAYER_HEIGHT, PLAYER_FLY_BOB_AMT, 3);
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DoPlayerSpriteBob(pp, PLAYER_HEIGHT, Z(6), 3);
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerJump || pp->DoPlayerAction == DoPlayerFall || pp->DoPlayerAction == DoPlayerForceJump)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else if (pp->DoPlayerAction == DoPlayerTeleportPause)
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{
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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else
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{
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sp->z = pp->loz;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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}
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UpdatePlayerUnderSprite(pp);
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@ -3558,7 +3558,7 @@ DoPlayerClimb(PLAYERp pp)
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// setsprite to players location
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sp->z = pp->posz + PLAYER_HEIGHT;
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changespritesect(pp->PlayerSprite, pp->cursectnum);
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ChangeActorSect(pp->Actor(), pp->cursectnum);
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if (!SyncInput())
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{
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@ -6374,7 +6374,7 @@ void DoPlayerDeathMoveHead(PLAYERp pp)
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if (sectnum < 0)
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{
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pp->cursectnum = pp->lv_sectnum;
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changespritesect(pp->PlayerSprite, pp->lv_sectnum);
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ChangeActorSect(pp->Actor(), pp->lv_sectnum);
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pp->posx = sp->x = pp->lv_x;
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pp->posy = sp->y = pp->lv_y;
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}
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@ -2208,7 +2208,7 @@ SpriteSetup(void)
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sp->xvel = sp->lotag;
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sp->ang = SP_TAG6(sp);
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// attach to the sector that contains the wall
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changespritesect(SpriteNum, hitinfo.sect);
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ChangeActorSect(actor, hitinfo.sect);
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StartInterpolation(hitinfo.wall, Interp_Wall_PanX);
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StartInterpolation(hitinfo.wall, Interp_Wall_PanY);
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change_actor_stat(actor, STAT_WALL_PAN);
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@ -5156,7 +5156,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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u->lo_sectp = lo_sectp;
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u->hi_sectp = hi_sectp;
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SetCollision(u, -1); // caution!!
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changespritesect(SpriteNum, sectnum);
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ChangeActorSect(actor, sectnum);
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return false;
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}
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@ -5175,7 +5175,7 @@ int move_actor(DSWActor* actor, int xchange, int ychange, int zchange)
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u->lo_sectp = lo_sectp;
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u->hi_sectp = hi_sectp;
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SetCollision(u, -1); // caution!!
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changespritesect(SpriteNum, sectnum);
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ChangeActorSect(actor, sectnum);
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return false;
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}
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}
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@ -6993,6 +6993,7 @@ move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildist,
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int pushmove_sprite(short SpriteNum)
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{
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auto actor = &swActors[SpriteNum];
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SPRITEp sp = &sprite[SpriteNum];
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USERp u = User[SpriteNum].Data();
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int sectnum, ret;
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@ -7003,7 +7004,7 @@ int pushmove_sprite(short SpriteNum)
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(((int)sp->clipdist)<<2)-GETZRANGE_CLIP_ADJ, u->ceiling_dist, u->floor_dist, CLIPMASK_ACTOR);
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if (sectnum != sp->sectnum && sectnum >= 0)
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changespritesect(SpriteNum, sectnum);
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ChangeActorSect(actor, sectnum);
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if (ret < 0)
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{
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@ -7017,21 +7018,23 @@ int pushmove_sprite(short SpriteNum)
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void MissileWarpUpdatePos(short SpriteNum, short sectnum)
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{
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auto actor = &swActors[SpriteNum];
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = u->SpriteP;
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sp->backuppos();
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u->oz = sp->oz;
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changespritesect(SpriteNum, sectnum);
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ChangeActorSect(actor, sectnum);
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MissileZrange(SpriteNum);
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}
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void ActorWarpUpdatePos(short SpriteNum, short sectnum)
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{
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auto actor = &swActors[SpriteNum];
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USERp u = User[SpriteNum].Data();
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SPRITEp sp = u->SpriteP;
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sp->backuppos();
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u->oz = sp->oz;
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changespritesect(SpriteNum, sectnum);
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ChangeActorSect(actor, sectnum);
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DoActorZrange(SpriteNum);
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}
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@ -186,5 +186,9 @@ inline FSerializer& Serialize(FSerializer& arc, const char* keyname, DSWActor*&
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return arc;
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}
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inline void ChangeActorSect(DSWActor* actor, int sect)
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{
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changespritesect(actor->GetSpriteIndex(), sect);
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}
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END_SW_NS
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