mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 14:41:55 +00:00
More EDUKE32_STANDALONE guarding. Next commit will merge some of the guarded blocks together for simplicity.
git-svn-id: https://svn.eduke32.com/eduke32@6799 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
d9b24b8f5c
commit
d10dcd971c
3 changed files with 71 additions and 52 deletions
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@ -1436,11 +1436,13 @@ int A_Spawn(int spriteNum, int tileNum)
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#endif
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if ((pSprite->cstat & 48)
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#ifndef EDUKE32_STANDALONE
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&& pSprite->picnum != SPEAKER
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&& pSprite->picnum != LETTER
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&& pSprite->picnum != DUCK
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&& pSprite->picnum != TARGET
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&& pSprite->picnum != TRIPBOMB
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#endif
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&& pSprite->picnum != VIEWSCREEN
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&& pSprite->picnum != VIEWSCREEN2
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&& (!(pSprite->picnum >= CRACK1 && pSprite->picnum <= CRACK4)))
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@ -1448,6 +1450,7 @@ int A_Spawn(int spriteNum, int tileNum)
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if (pSprite->shade == 127)
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goto SPAWN_END;
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#ifndef EDUKE32_STANDALONE
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if (A_CheckSwitchTile(newSprite) && (pSprite->cstat & 16))
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{
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if (pSprite->pal && pSprite->picnum != ACCESSSWITCH && pSprite->picnum != ACCESSSWITCH2)
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@ -1468,6 +1471,7 @@ int A_Spawn(int spriteNum, int tileNum)
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goto SPAWN_END;
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}
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#endif
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if (pSprite->hitag)
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{
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@ -1490,6 +1494,7 @@ int A_Spawn(int spriteNum, int tileNum)
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sectNum = pSprite->sectnum;
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//some special cases that can't be handled through the dynamictostatic system.
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#ifndef EDUKE32_STANDALONE
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if ((pSprite->picnum >= BOLT1 && pSprite->picnum <= BOLT1 + 3) || (pSprite->picnum >= SIDEBOLT1 && pSprite->picnum <= SIDEBOLT1 + 3))
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{
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T1(newSprite) = pSprite->xrepeat;
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@ -1526,6 +1531,7 @@ int A_Spawn(int spriteNum, int tileNum)
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}
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}
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else
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#endif
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switch (DYNAMICTILEMAP(pSprite->picnum))
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{
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default:
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@ -1587,6 +1593,7 @@ int A_Spawn(int spriteNum, int tileNum)
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pSprite->xrepeat = pSprite->yrepeat = 0;
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changespritestat(newSprite, STAT_MISC);
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break;
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#ifndef EDUKE32_STANDALONE
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case WATERSPLASH2__STATIC:
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if (spriteNum >= 0)
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{
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@ -1690,6 +1697,7 @@ int A_Spawn(int spriteNum, int tileNum)
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case FRAMEEFFECT1_13__STATIC:
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if (PLUTOPAK) break;
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fallthrough__;
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#endif
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case FRAMEEFFECT1__STATIC:
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if (spriteNum >= 0)
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{
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@ -1702,7 +1710,7 @@ int A_Spawn(int spriteNum, int tileNum)
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changespritestat(newSprite, STAT_MISC);
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break;
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#ifndef EDUKE32_STANDALONE
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case LASERLINE__STATIC:
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pSprite->yrepeat = 6;
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pSprite->xrepeat = 32;
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@ -1842,7 +1850,6 @@ int A_Spawn(int spriteNum, int tileNum)
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pSprite->cstat |= 257;
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changespritestat(newSprite, STAT_ZOMBIEACTOR);
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break;
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case HYDRENT__STATIC:
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case PANNEL1__STATIC:
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case PANNEL2__STATIC:
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@ -1850,7 +1857,6 @@ int A_Spawn(int spriteNum, int tileNum)
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case FUELPOD__STATIC:
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case SOLARPANNEL__STATIC:
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case ANTENNA__STATIC:
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case GRATE1__STATIC:
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case CHAIR1__STATIC:
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case CHAIR2__STATIC:
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case CHAIR3__STATIC:
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@ -1882,7 +1888,6 @@ int A_Spawn(int spriteNum, int tileNum)
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case JURYGUY__STATIC:
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case SCALE__STATIC:
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case VACUUM__STATIC:
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case FANSPRITE__STATIC:
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case CACTUS__STATIC:
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case CACTUSBROKE__STATIC:
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case HANGLIGHT__STATIC:
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@ -1908,12 +1913,16 @@ int A_Spawn(int spriteNum, int tileNum)
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case PIPE4__STATIC:
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case PIPE5__STATIC:
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case PIPE6__STATIC:
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#endif
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case GRATE1__STATIC:
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case FANSPRITE__STATIC:
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pSprite->clipdist = 32;
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pSprite->cstat |= 257;
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fallthrough__;
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case OCEANSPRITE4__STATIC:
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changespritestat(newSprite, STAT_DEFAULT);
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break;
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#ifndef EDUKE32_STANDALONE
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case FEMMAG1__STATIC:
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case FEMMAG2__STATIC:
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pSprite->cstat &= ~257;
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@ -1951,6 +1960,7 @@ int A_Spawn(int spriteNum, int tileNum)
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changespritestat(newSprite, STAT_DEFAULT);
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break;
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}
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#endif
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case FOOTPRINTS__STATIC:
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case FOOTPRINTS2__STATIC:
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case FOOTPRINTS3__STATIC:
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@ -1999,7 +2009,7 @@ int A_Spawn(int spriteNum, int tileNum)
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A_AddToDeleteQueue(newSprite);
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changespritestat(newSprite, STAT_MISC);
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break;
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#ifndef EDUKE32_STANDALONE
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case PODFEM1__STATIC:
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pSprite->extra <<= 1;
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fallthrough__;
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@ -2096,14 +2106,14 @@ int A_Spawn(int spriteNum, int tileNum)
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changespritestat(newSprite, STAT_MISC);
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break;
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#endif
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case VIEWSCREEN__STATIC:
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case VIEWSCREEN2__STATIC:
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pSprite->owner = newSprite;
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pSprite->lotag = pSprite->extra = 1;
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changespritestat(newSprite, STAT_STANDABLE);
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break;
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#ifndef EDUKE32_STANDALONE
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case SHELL__STATIC: //From the player
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case SHOTGUNSHELL__STATIC:
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if (spriteNum >= 0)
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@ -2152,7 +2162,7 @@ int A_Spawn(int spriteNum, int tileNum)
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changespritestat(newSprite, STAT_MISC);
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}
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break;
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#endif
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case RESPAWN__STATIC:
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pSprite->extra = 66-13;
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fallthrough__;
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@ -2242,7 +2252,7 @@ int A_Spawn(int spriteNum, int tileNum)
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? STAT_MISC
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: STAT_PLAYER);
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break;
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#ifndef EDUKE32_STANDALONE
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case WATERBUBBLE__STATIC:
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if (spriteNum >= 0)
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{
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@ -2338,7 +2348,7 @@ int A_Spawn(int spriteNum, int tileNum)
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pSprite->lotag = 9999;
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changespritestat(newSprite, STAT_STANDABLE);
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break;
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#endif
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case TOUCHPLATE__STATIC:
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T3(newSprite) = sector[sectNum].floorz;
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changespritestat(newSprite, STAT_MISC);
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break;
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}
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#ifndef EDUKE32_STANDALONE
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fallthrough__;
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case WATERBUBBLEMAKER__STATIC:
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if (EDUKE32_PREDICT_FALSE(pSprite->hitag && pSprite->picnum == WATERBUBBLEMAKER))
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newSprite,TrackerCast(pSprite->x),TrackerCast(pSprite->y));
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pSprite->hitag = 0;
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}
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#endif
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pSprite->cstat |= 32768;
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changespritestat(newSprite, STAT_STANDABLE);
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break;
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@ -2370,7 +2382,7 @@ int A_Spawn(int spriteNum, int tileNum)
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pSprite->yvel = 0;
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changespritestat(newSprite, STAT_STANDABLE);
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break;
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#ifndef EDUKE32_STANDALONE
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case TARGET__STATIC:
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case DUCK__STATIC:
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case LETTER__STATIC:
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@ -2512,7 +2524,7 @@ int A_Spawn(int spriteNum, int tileNum)
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pSprite->zvel = 0;
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break;
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#endif
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case LOCATORS__STATIC:
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pSprite->cstat |= 32768;
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changespritestat(newSprite, STAT_LOCATOR);
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break;
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}
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#ifndef EDUKE32_STANDALONE
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case REACTOR2__STATIC:
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case REACTOR__STATIC:
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pSprite->extra = g_impactDamage;
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case CEILINGSTEAM__STATIC:
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changespritestat(newSprite, STAT_STANDABLE);
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break;
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#endif
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case SECTOREFFECTOR__STATIC:
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pSprite->cstat |= 32768;
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pSprite->xrepeat = pSprite->yrepeat = 0;
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changespritestat(newSprite, STAT_STANDABLE);
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A_SetSprite(newSprite,CLIPMASK0);
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break;
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#ifndef EDUKE32_STANDALONE
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case TOILET__STATIC:
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case STALL__STATIC:
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pSprite->lotag = 1;
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pSprite->shade = -16;
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changespritestat(newSprite, STAT_STANDABLE);
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break;
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#endif
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}
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SPAWN_END:
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// Has to be after setting the dynamic names (e.g. SHARK).
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static void A_InitEnemyFlags(void)
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{
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#ifndef EDUKE32_STANDALONE
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int DukeEnemies[] = {
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SHARK, RECON, DRONE,
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LIZTROOPONTOILET, LIZTROOPJUSTSIT, LIZTROOPSTAYPUT, LIZTROOPSHOOT,
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for (bssize_t i=ARRAY_SIZE(GreenSlimeFoodEnemies)-1; i>=0; i--)
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SETFLAG(GreenSlimeFoodEnemies[i], SFLAG_GREENSLIMEFOOD);
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#endif
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}
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#undef SETFLAG
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@ -5956,6 +5956,7 @@ void A_Execute(int spriteNum, int playerNum, int playerDist)
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if (vm.pSprite->statnum != STAT_ACTOR)
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{
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#ifndef EDUKE32_STANDALONE
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if (vm.pSprite->statnum == STAT_STANDABLE)
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{
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switch (DYNAMICTILEMAP(vm.pSprite->picnum))
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default: break;
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}
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}
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#endif
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return;
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}
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@ -5996,8 +5998,10 @@ void A_Execute(int spriteNum, int playerNum, int playerDist)
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else if (vm.pActor->timetosleep == 1)
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{
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// hack for 1.3D fire sprites
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#ifndef EDUKE32_STANDALONE
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if (EDUKE32_PREDICT_FALSE(g_scriptVersion == 13 && (vm.pSprite->picnum == FIRE || vm.pSprite->picnum == FIRE2)))
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return;
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#endif
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changespritestat(vm.spriteNum, STAT_ZOMBIEACTOR);
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}
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}
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@ -1481,7 +1481,7 @@ static void G_BreakWall(int tileNum, int spriteNum, int wallNum)
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A_SpawnWallGlass(spriteNum,wallNum,10);
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}
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void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *UNUSED(vPos), int weaponNum)
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void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *vPos, int weaponNum)
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{
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int16_t sectNum = -1;
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walltype *pWall = &wall[wallNum];
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}
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}
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#ifndef EDUKE32_STANDALONE
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if ((((pWall->cstat & 16) || pWall->overpicnum == BIGFORCE) && pWall->nextsector >= 0) &&
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(sector[pWall->nextsector].floorz > vPos->z) &&
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(sector[pWall->nextsector].floorz != sector[pWall->nextsector].ceilingz))
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@ -1539,6 +1538,19 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *UNUSED(vPos
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switch (DYNAMICTILEMAP(switchPic))
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{
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case FANSPRITE__STATIC:
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pWall->overpicnum = FANSPRITEBROKE;
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pWall->cstat &= 65535 - 65;
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if (pWall->nextwall >= 0)
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{
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wall[pWall->nextwall].overpicnum = FANSPRITEBROKE;
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wall[pWall->nextwall].cstat &= 65535 - 65;
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}
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A_PlaySound(VENT_BUST, spriteNum);
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A_PlaySound(GLASS_BREAKING, spriteNum);
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return;
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#ifndef EDUKE32_STANDALONE
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case W_FORCEFIELD__STATIC:
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pWall->extra = 1; // tell the forces to animate
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/* fall-through */
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@ -1569,18 +1581,6 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *UNUSED(vPos
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}
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return;
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case FANSPRITE__STATIC:
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pWall->overpicnum = FANSPRITEBROKE;
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pWall->cstat &= 65535 - 65;
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if (pWall->nextwall >= 0)
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{
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wall[pWall->nextwall].overpicnum = FANSPRITEBROKE;
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wall[pWall->nextwall].cstat &= 65535 - 65;
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}
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A_PlaySound(VENT_BUST, spriteNum);
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A_PlaySound(GLASS_BREAKING, spriteNum);
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return;
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case GLASS__STATIC:
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updatesector(vPos->x, vPos->y, §Num);
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if (sectNum < 0)
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@ -1613,9 +1613,9 @@ void A_DamageWall_Internal(int spriteNum, int wallNum, const vec3_t *UNUSED(vPos
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A_PlaySound(VENT_BUST, spriteNum);
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A_PlaySound(GLASS_BREAKING, spriteNum);
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return;
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#endif
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}
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}
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#endif
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switch (DYNAMICTILEMAP(pWall->picnum))
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{
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@ -1899,6 +1899,28 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
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switch (DYNAMICTILEMAP(PN(spriteNum)))
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{
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case GRATE1__STATIC:
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PN(spriteNum) = BGRATE1;
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CS(spriteNum) &= (65535-256-1);
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A_PlaySound(VENT_BUST, spriteNum);
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break;
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case FANSPRITE__STATIC:
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PN(spriteNum) = FANSPRITEBROKE;
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CS(spriteNum) &= (65535-257);
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if (sector[SECT(spriteNum)].floorpicnum == FANSHADOW)
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sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
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A_PlaySound(GLASS_HEAVYBREAK, spriteNum);
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for (bssize_t j=16; j>0; j--)
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{
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spritetype * const pSprite = &sprite[spriteNum];
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RANDOMSCRAP(pSprite, spriteNum);
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}
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break;
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#ifndef EDUKE32_STANDALONE
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case OCEANSPRITE1__STATIC:
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case OCEANSPRITE2__STATIC:
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@ -1999,22 +2021,6 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
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A_DeleteSprite(spriteNum);
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break;
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case FANSPRITE__STATIC:
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PN(spriteNum) = FANSPRITEBROKE;
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CS(spriteNum) &= (65535-257);
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if (sector[SECT(spriteNum)].floorpicnum == FANSHADOW)
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sector[SECT(spriteNum)].floorpicnum = FANSHADOWBROKE;
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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for (bssize_t j=16; j>0; j--)
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{
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spritetype * const pSprite = &sprite[spriteNum];
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RANDOMSCRAP(pSprite, spriteNum);
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}
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break;
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case WATERFOUNTAIN__STATIC:
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// case WATERFOUNTAIN+1:
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// case WATERFOUNTAIN+2:
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@ -2149,12 +2155,6 @@ void A_DamageObject_Internal(int spriteNum, int const dmgSrc)
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A_PlaySound(GLASS_HEAVYBREAK,spriteNum);
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break;
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case GRATE1__STATIC:
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PN(spriteNum) = BGRATE1;
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CS(spriteNum) &= (65535-256-1);
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A_PlaySound(VENT_BUST,spriteNum);
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break;
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case CIRCLEPANNEL__STATIC:
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PN(spriteNum) = CIRCLEPANNELBROKE;
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CS(spriteNum) &= (65535-256-1);
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