- handled approx. half of all cases where the address of level is taken.
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b4acb857ad
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38 changed files with 122 additions and 128 deletions
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@ -435,7 +435,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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// Has hit ground.
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AActor *ironfeet;
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auto Level = &level;
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auto Level = sector->Level;
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// [RH] Apply any customizable damage
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if (sector->damageamount > 0)
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@ -630,7 +630,7 @@ DEFINE_ACTION_FUNCTION(FLevelLocals, GiveSecret)
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void P_PlayerOnSpecialFlat (player_t *player, int floorType)
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{
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auto Level = &level;
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auto Level = player->mo->Level;
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if (Terrains[floorType].DamageAmount &&
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!(Level->time & Terrains[floorType].DamageTimeMask))
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@ -707,7 +707,6 @@ void DLightTransfer::Construct(sector_t *srcSec, int target, bool copyFloor)
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CopyFloor = copyFloor;
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DoTransfer (LastLight = srcSec->lightlevel, target, copyFloor);
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auto Level = &level;
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if (copyFloor)
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{
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auto itr = Level->GetSectorTagIterator(target);
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@ -737,7 +736,6 @@ void DLightTransfer::DoTransfer (int llevel, int target, bool floor)
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{
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int secnum;
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auto Level = &level;
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if (floor)
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{
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auto itr = Level->GetSectorTagIterator(target);
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@ -783,7 +781,6 @@ void DWallLightTransfer::Construct(sector_t *srcSec, int target, uint8_t flags)
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wallflags = WALLF_ABSLIGHTING | WALLF_NOFAKECONTRAST;
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}
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auto Level = &level;
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auto itr = Level->GetLineIdIterator(target);
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while ((linenum = itr.Next()) >= 0)
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{
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@ -814,7 +811,6 @@ void DWallLightTransfer::DoTransfer (short lightlevel, int target, uint8_t flags
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{
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int linenum;
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auto Level = &level;
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auto itr = Level->GetLineIdIterator(target);
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while ((linenum = itr.Next()) >= 0)
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{
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