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Likewise for blocking wall sprites. This makes it possible to construct underwater sections containing complex spritework without losing the "underwater-ness" when over such sprites, in a backward-compatible way. Actually, the check is for bit 1 being set, but all other bits should be considered reserved. git-svn-id: https://svn.eduke32.com/eduke32@4166 1a8010ca-5511-0410-912e-c29ae57300e0 |
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synthesis.sh |