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- SW: cleaned up the depth variable handling in SECT_USER which was endian dependent, including the savegame handler
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13 changed files with 34 additions and 65 deletions
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@ -1462,8 +1462,8 @@ DoPlayerSetWadeDepth(PLAYERp pp)
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if (TEST(sectp->extra, SECTFX_SINK))
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{
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// make sure your even in the water
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if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(SectUser[pp->lo_sectp - sector]->depth))
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pp->WadeDepth = SectUser[pp->lo_sectp - sector]->depth;
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if (pp->posz + PLAYER_HEIGHT > pp->lo_sectp->floorz - Z(FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed)))
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pp->WadeDepth = FixedToInt(SectUser[pp->lo_sectp - sector]->depth_fixed);
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}
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}
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