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- the really final ones.
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parent
7dd2f79676
commit
e526686d1e
4 changed files with 7 additions and 8 deletions
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@ -2363,7 +2363,7 @@ void PlayerOperateEnv(PLAYERp pp)
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DoSlidorOperate(pp, pp->cursector());
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break;
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case TAG_SPRING_BOARD:
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DoSpringBoard(pp/*, pp->cursectnum*/);
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DoSpringBoard(pp);
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pp->KeyPressBits &= ~SB_OPEN;
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break;
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case TAG_DOOR_ROTATE:
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@ -2386,7 +2386,7 @@ void PlayerOperateEnv(PLAYERp pp)
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// ////////////////////////////
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SECTORp sectp = pp->cursector();
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if (pp->cursectnum >= 0 && sectp->hasU() && sectp->damage)
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if (pp->insector() && sectp->hasU() && sectp->damage)
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{
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if (TEST(sectp->flags, SECTFU_DAMAGE_ABOVE_SECTOR))
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{
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@ -2413,11 +2413,11 @@ void PlayerOperateEnv(PLAYERp pp)
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OperateContinuousTrigger(pp);
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// just changed sectors
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if (pp->lastcursectnum != pp->cursectnum)
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if (pp->lastcursector() != pp->cursector())
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{
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OperateTripTrigger(pp);
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if (pp->cursectnum >= 0 && TEST(pp->cursector()->extra, SECTFX_WARP_SECTOR))
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if (pp->insector() && TEST(pp->cursector()->extra, SECTFX_WARP_SECTOR))
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{
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if (!TEST(pp->Flags2, PF2_TELEPORTED))
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{
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@ -1635,7 +1635,6 @@ void MovePlayer(PLAYERp pp, SECTOR_OBJECTp sop, int nx, int ny)
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// THIS WAS CAUSING PROLEMS!!!!
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// Sectors are still being manipulated so you can end up in a void (-1) sector
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//updatesector(pp->posx, pp->posy, &pp->cursectnum);
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// New angle is formed by taking last known angle and
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// adjusting by the delta angle
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@ -2760,9 +2760,9 @@ int DoLavaErupt(DSWActor* actor)
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TRAVERSE_CONNECT(pnum)
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{
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pp = Player + pnum;
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if (pp->cursectnum >= 0 && TEST(pp->cursector()->extra, SECTFX_TRIGGER))
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if (pp->insector() && TEST(pp->cursector()->extra, SECTFX_TRIGGER))
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{
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SWSectIterator it(pp->cursectnum);
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SWSectIterator it(pp->cursector());
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while (auto itActor = it.Next())
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{
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tsp = &itActor->s();
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@ -784,7 +784,7 @@ void SpawnZombie(PLAYERp pp, DSWActor* weaponActor)
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auto actorNew = SpawnActor(STAT_ENEMY, ZOMBIE_RUN_R0, s_ZombieRun[0], pp->cursector(), pp->posx, pp->posy, pp->posz, pp->angle.ang.asbuild(), 0);
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np = &actorNew->s();
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nu = actorNew->u();
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np->sectnum = pp->cursectnum;
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np->setsector(pp->cursector());
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SetOwner(actorNew, ownerActor);
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np->pal = nu->spal = ownerActor->u()->spal;
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np->ang = RANDOM_P2(2048);
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