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- fixed one merge conflict that managed to slip through.
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@ -5961,7 +5961,7 @@ static void actCheckExplosion()
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// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
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// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
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// so only allow this new checking method for dude spawned explosions
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// so only allow this new checking method for dude spawned explosions
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short gAffectedXWalls[kMaxXWalls];
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short gAffectedXWalls[kMaxXWalls];
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
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GetClosestSpriteSectors(nSector, x, y, radius, sectormap, gAffectedXWalls, newSectCheckMethod);
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GetClosestSpriteSectors(nSector, x, y, radius, sectormap, gAffectedXWalls, newSectCheckMethod);
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for (int i = 0; i < kMaxXWalls; i++)
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for (int i = 0; i < kMaxXWalls; i++)
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