- after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage.
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4 changed files with 10 additions and 7 deletions
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@ -570,7 +570,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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{
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if (level.time % sector->damageinterval == 0 && (ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
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{
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P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, MODtoDamageType (sector->damagemod));
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P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
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}
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}
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@ -1439,7 +1439,7 @@ void P_SpawnSpecials (void)
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{
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sector_t *sec = §ors[s];
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sec->damageamount = damage;
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sec->damagemod = 0;//MOD_UNKNOWN;
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sec->damagetype = NAME_None;
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if (sec->damageamount < 20)
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{
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sec->leakydamage = 0;
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