Add spawn_lightlevel to sector_t
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@ -678,6 +678,7 @@ static void P_LoadRawSectors(UINT8 *data, size_t i)
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ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats);
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ss->ceilingpic = P_AddLevelFlat(ms->ceilingpic, foundflats);
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ss->lightlevel = SHORT(ms->lightlevel);
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ss->lightlevel = SHORT(ms->lightlevel);
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ss->spawn_lightlevel = SHORT(ms->lightlevel);
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ss->special = SHORT(ms->special);
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ss->special = SHORT(ms->special);
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ss->tag = SHORT(ms->tag);
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ss->tag = SHORT(ms->tag);
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ss->nexttag = ss->firsttag = -1;
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ss->nexttag = ss->firsttag = -1;
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@ -385,6 +385,9 @@ typedef struct sector_s
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boolean hasslope; // The sector, or one of its visible FOFs, contains a slope
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boolean hasslope; // The sector, or one of its visible FOFs, contains a slope
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#endif
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#endif
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// for fade thinker
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INT16 spawn_lightlevel;
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// these are saved for netgames, so do not let Lua touch these!
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// these are saved for netgames, so do not let Lua touch these!
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INT32 spawn_nexttag, spawn_firsttag; // the actual nexttag/firsttag values may differ if the sector's tag was changed
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INT32 spawn_nexttag, spawn_firsttag; // the actual nexttag/firsttag values may differ if the sector's tag was changed
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