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- checkhitswitch_r part 2
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1 changed files with 7 additions and 6 deletions
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@ -611,14 +611,14 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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case DIPSWITCH:
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case TECHSWITCH:
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case ALIENSWITCH:
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if (switchtype == 0 && i == w) wall[x].picnum++;
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if (switchtype == SWITCH_WALL && i == w) wall[x].picnum++;
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else if (wall[x].hitag == 0) correctdips++;
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numdips++;
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break;
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case DIPSWITCH + 1:
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case TECHSWITCH + 1:
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case ALIENSWITCH + 1:
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if (switchtype == 0 && i == w) wall[x].picnum--;
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if (switchtype == SWITCH_WALL && i == w) wall[x].picnum--;
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else if (wall[x].hitag == 1) correctdips++;
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numdips++;
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break;
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@ -788,15 +788,16 @@ bool checkhitswitch_r(int snum, int w, int switchtype)
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{
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int switches[3], switchcount = 0, j;
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S_PlaySound3D(SWITCH_ON, act, &v);
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for (j = 0; j < MAXSPRITES; j++)
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DukeSpriteIterator it;
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while (auto actt = it.Next())
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{
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int jpn = sprite[j].picnum;
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int jht = sprite[j].hitag;
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int jpn = actt->s.picnum;
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int jht = actt->s.hitag;
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if ((jpn == MULTISWITCH || jpn == MULTISWITCH2) && jht == 10000)
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{
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if (switchcount < 3)
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{
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switches[switchcount] = j;
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switches[switchcount] = actt->GetIndex();
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switchcount++;
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}
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}
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