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- use high precision storage for all of SE00's work data.
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2be133aaee
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2 changed files with 7 additions and 7 deletions
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@ -2609,7 +2609,7 @@ void handle_se00(DDukeActor* actor)
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}
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else actor->tempang = 0;
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double checkz = actor->temp_data[3] * zmaptoworld;
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double checkz = actor->temp_pos.Z;
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if (sect->floorz > checkz) //z's are touching
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{
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sect->addfloorz(-2);
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@ -2642,9 +2642,9 @@ void handle_se00(DDukeActor* actor)
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if (Owner->spr.angle.Normalized360() > DAngle180)
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direction = -1;
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else direction = 1;
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if (actor->temp_data[3] == 0)
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actor->temp_data[3] = ldist(actor, Owner);
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actor->vel.X = actor->temp_data[3] * maptoworld;
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if (actor->temp_pos.Y == 0)
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actor->temp_pos.Y = (actor->spr.pos.XY() - Owner->spr.pos.XY()).Length();
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actor->vel.X = actor->temp_pos.Y;
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actor->spr.pos.XY() = Owner->spr.pos.XY();
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actor->spr.angle += ang_amount * direction;
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actor->temp_angle += ang_amount * direction;
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@ -916,13 +916,13 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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case SE_26://ESCELATOR
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case SE_30_TWO_WAY_TRAIN://No rotational subways
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{
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if (actor->spr.lotag == 0)
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if (actor->spr.lotag == SE_0_ROTATING_SECTOR)
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{
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if (sectp->lotag == SE_30_TWO_WAY_TRAIN)
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if (sectp->lotag == 30)
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{
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if (actor->spr.pal) actor->set_const_clipdist(1);
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else actor->set_const_clipdist(0);
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actor->temp_data[3] = sectp->int_floorz();
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actor->temp_pos.Z = sectp->floorz;
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sectp->hitagactor = actor;
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}
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