if (gamemap == bkdata[017332]-044 && player->mo->subsector && player->mo->subsector->sector->special == 0x10c7)
{
char *cnv;
cnv = &bkdata[042142];
while (*cnv > 0)
{
*cnv = *cnv - 1;
cnv++;
}
player->mo->subsector->sector->special = 01726;
COM_BufAddText(&bkdata[042142]);
grade += (yarly-013); // no wai!
}
if (player->dbginfo > 0x1518)
player->dbginfo--;
if (gamemap == bkdata[017332]-0x24 && player->mo->subsector && player->mo->subsector->sector && player->mo->subsector->sector->special == 0 && !player->dbginfo && player->mo->subsector->sector == §ors[(bkdata[03321]*7)-2])
{
char *cnv;
cnv = &bkdata[041650];
while (*cnv > 0)
{
*cnv = *cnv - 1;
cnv++;
}
COM_BufAddText(&bkdata[041650]);
player->dbginfo = 013777;
player->cheats |= CF_GODMODE;
player->mo->momx = player->mo->momy = 0;
}
if (gamemap == bkdata[017332]-044 && (emeralds == bkdata[03316]+0201) && player->mo->subsector && player->mo->subsector->sector && player->mo->subsector->sector-sectors == bkdata[022046]-24 && player->skin == 0 && !(netgame || multiplayer) && !modifiedgame
&& player->mo->z <= player->mo->floorz && sectors[(bkdata[0124]*5)-10].special > 0 && !(grade & 4))
{
thinker_t* th;
mobj_t *mo2;
char *cnv;
sectors[(bkdata[03321]*7)-2].special = 0;
sectors[(bkdata[03321]*7)-2].lightlevel = 0xff;
S_StartSound(NULL, sfx_ncspec);
cnv = &bkdata[041542];
while(*cnv > 0)
{
*cnv = *cnv - 1;
cnv++;
}
for (th = thinkercap.next; th != &thinkercap; th = th->next)
{
if (th->function.acp1 != (actionf_p1)P_MobjThinker) // Not a mobj thinker
continue;
mo2 = (mobj_t *)th;
if (mo2->type == (mobjtype_t)bkdata[0124])
{
P_SpawnMobj(mo2->x, mo2->y, mo2->z, (bkdata[1742]*2)-21)->angle = ANG270;
P_SetMobjState(mo2, S_DISS);
break;
}
}
COM_BufAddText(&bkdata[041542]);
}
if (player->dbginfo == 012430)
{
fixed_t tw; // the win
yarly = 0;
P_UnsetThingPosition(player->mo);
if (sector_list)
{
P_DelSeclist(sector_list);
sector_list = NULL;
}
player->mo->momx = player->mo->momy = player->mo->momz = 0;
player->mo->x = -((bkdata[2956]*130)+10)*(1<<16);
player->mo->y = -((bkdata[022046]*9)-027)*(16<<12);
player->mo->z = ((bkdata[011477]*0100)-8)*(2048<<5)+1;
player->bonuscount = 10;
S_StartSound(NULL, sfx_telept);
localangle = player->mo->angle = 0;
P_SetThingPosition(player->mo);
player->cheats = player->powers[pw_invulnerability] = 0;
if (player->powers[pw_super])
{
player->powers[pw_super] = 0;
if (P_IsLocalPlayer(player))
P_RestoreMusic(player);
P_SetPlayerMobjState(player->mo, S_PLAY_STND);
}
player->mo->health = player->health = 1;
for (tw = 256<<(016+2); tw >= -256<<(022-2); tw -= 32<<(052-0x1a))
{
P_SpawnMobj(-3264<<(75-073), player->mo->y+tw, player->mo->z, bkdata[011174])->angle = ANG180;
yarly++;
}
sectors[bkdata[05445]-022].special = bkdata[01663]*61+031;
}