/dports/games/jfsw/jfsw-c434002/src/ |
H A D | brooms.c | 69 SHORT sectnum[ZMAX]; member 235 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF() 245 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF() 283 zdiff = labs(sector[vc_sp->sectnum].ceilingz - sector[vf_sp->sectnum].floorz); in SetupBuildFAF() 297 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF() 307 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF() 497 *sectnum = upper; in FindCeilingView() 503 if (*sectnum < 0) in FindCeilingView() 525 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView() 594 if (*sectnum < 0) in FindFloorView() [all …]
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H A D | rooms.c | 47 SHORT sectnum[ZMAX]; member 89 FAF_Sector(short sectnum) in FAF_Sector() argument 156 short newsectnum = sectnum; in FAFhitscan() 374 if (sp->hitag == hitag && sp->sectnum == sectnum) in GetZadjustment() 725 ASSERT(*sectnum >=0 && *sectnum <= MAXSECTORS); 734 if ((*sectnum >= 0) && (*sectnum < numsectors)) 773 *sectnum = -1; 936 if (*sectnum < 0) in FindCeilingView() 955 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView() 1024 if (*sectnum < 0) in FindFloorView() [all …]
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H A D | warp.c | 54 if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) in WarpPlaneSectorInfo() 61 if (sp->sectnum == sectnum) in WarpPlaneSectorInfo() 83 WarpPlane(LONGp x, LONGp y, LONGp z, SHORTp sectnum) in WarpPlane() argument 193 *sectnum = sp->sectnum; in WarpToArea() 194 updatesector(*x, *y, sectnum); in WarpToArea() 196 ASSERT(*sectnum >= 0); in WarpToArea() 212 WarpSectorInfo(short sectnum, SPRITEp *sp_warp) in WarpSectorInfo() argument 226 if (sp->sectnum == sectnum) in WarpSectorInfo() 243 Warp(LONGp x, LONGp y, LONGp z, SHORTp sectnum) in Warp() argument 250 if (!WarpSectorInfo(*sectnum, &sp_warp)) in Warp() [all …]
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H A D | vator.c | 105 SECTORp sectp = §or[sp->sectnum]; in SetVatorActive() 112 InterpSectorSprites(sp->sectnum, ON); in SetVatorActive() 133 SECTORp sectp = §or[sp->sectnum]; in SetVatorInactive() 164 sectnum = fsp->sectnum; in DoVatorOperate() 183 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorOperate() 223 short sectnum; in DoVatorMatch() local 250 sectnum = fsp->sectnum; in DoVatorMatch() 251 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorMatch() 298 short sectnum; in TestVatorMatchActive() local 349 SECTORp sectp = §or[sectnum]; in MoveSpritesWithSector() [all …]
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H A D | spike.c | 100 SECTORp sectp = §or[sp->sectnum]; in SetSpikeActive() 107 InterpSectorSprites(sp->sectnum, ON); in SetSpikeActive() 128 SECTORp sectp = §or[sp->sectnum]; in SetSpikeInactive() 159 sectnum = fsp->sectnum; in DoSpikeOperate() 185 short sectnum; in DoSpikeMatch() local 203 sectnum = fsp->sectnum; in DoSpikeMatch() 224 short sectnum; in TestSpikeMatchActive() local 309 VOID MoveSpritesWithSpike(short sectnum) in MoveSpritesWithSpike() argument 311 SECTORp sectp = §or[sectnum]; in MoveSpritesWithSpike() 347 MoveSpritesWithSpike(sp->sectnum); in DoSpike() [all …]
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H A D | vis.c | 90 short sectnum; in VisViewChange() local 105 sectnum = sprite[sp->owner].sectnum; in VisViewChange() 112 sectnum = sp->sectnum; in VisViewChange() 116 if (FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, x, y, z, sectnum)) in VisViewChange() 126 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt) in SpawnVis() argument 134 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_FOG) in SpawnVis() 137 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_DIVE_LAVA) in SpawnVis() 150 SpriteNum = COVERinsertsprite(sprite[Parent].sectnum, STAT_VIS_ON); in SpawnVis() 166 if (sector[sectnum].floorpal == PALETTE_FOG) in SpawnVis() 169 SpriteNum = COVERinsertsprite(sectnum, STAT_VIS_ON); in SpawnVis()
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H A D | rotator.c | 100 SECTORp sectp = §or[sp->sectnum]; in SetRotatorActive() 124 SECTORp sectp = §or[sp->sectnum]; in SetRotatorInactive() 142 match = sector[sectnum].hitag; in DoRotatorOperate() 162 short sectnum; in DoRotatorMatch() local 196 sectnum = fsp->sectnum; in DoRotatorMatch() 198 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoRotatorMatch() 242 short sectnum; in TestRotatorMatchActive() local 272 startwall = sector[sp->sectnum].wallptr; in DoRotatorSetInterp() 291 startwall = sector[sp->sectnum].wallptr; in DoRotatorStopInterp() 406 startwall = sector[sp->sectnum].wallptr; in DoRotatorMove() [all …]
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H A D | copysect.c | 93 dsectp = §or[dest_sp->sectnum]; in CopySectorMatch() 106 ssectp = §or[src_sp->sectnum]; in CopySectorMatch() 115 TRAVERSE_SPRITE_SECT(headspritesect[dest_sp->sectnum], kill, nextkill) in CopySectorMatch() 136 CopySectorWalls(dest_sp->sectnum, src_sp->sectnum); in CopySectorMatch() 148 SectorMidPoint(src_sp->sectnum, &sx, &sy, &trash); in CopySectorMatch() 149 SectorMidPoint(dest_sp->sectnum, &dx, &dy, &trash); in CopySectorMatch() 160 changespritesect(src_move, dest_sp->sectnum); in CopySectorMatch() 163 if (TEST(sector[dest_sp->sectnum].extra, SECTFX_SECTOR_OBJECT)) in CopySectorMatch() 181 if (SectUser[src_sp->sectnum] || SectUser[dest_sp->sectnum]) in CopySectorMatch() 183 SECT_USERp ssectu = GetSectUser(src_sp->sectnum); in CopySectorMatch() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/sw/src/ |
H A D | brooms.cpp | 65 int16_t sectnum[ZMAX]; member 225 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF() 235 if (sector[sp->sectnum].floorz == sector[sp->sectnum].ceilingz) in SetupBuildFAF() 277 zdiff = labs(sector[vc_sp->sectnum].ceilingz - sector[vf_sp->sectnum].floorz); in SetupBuildFAF() 291 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF() 300 … vl_sp->sectnum, wall[sector[vl_sp->sectnum].wallptr].x, wall[sector[vl_sp->sectnum].wallptr].y); in SetupBuildFAF() 487 *sectnum = upper; in FindCeilingView() 493 if (*sectnum < 0) in FindCeilingView() 515 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView() 584 if (*sectnum < 0) in FindFloorView() [all …]
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H A D | rooms.cpp | 47 int16_t sectnum[ZMAX]; member 354 if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_Z_ADJUST)) in GetZadjustment() 361 if (sp->hitag == hitag && sp->sectnum == sectnum) in GetZadjustment() 515 if (sectnum < 0 || !FAF_ConnectArea(sectnum)) in FAFgetzrange() 707 ASSERT(*sectnum >=0 && *sectnum <= MAXSECTORS); 716 if ((*sectnum >= 0) && (*sectnum < numsectors)) 755 *sectnum = -1; 925 if (*sectnum < 0) in FindCeilingView() 944 save.sectnum[save.zcount] = sp->sectnum; in FindCeilingView() 1013 if (*sectnum < 0) in FindFloorView() [all …]
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H A D | warp.cpp | 54 if (sectnum < 0 || !TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) in WarpPlaneSectorInfo() 61 if (sp->sectnum == sectnum) in WarpPlaneSectorInfo() 104 return WarpToArea(sp_floor, x, y, z, sectnum); in WarpPlane() 183 if ((unsigned)sp->sectnum >= MAXSECTORS) in WarpToArea() 195 *sectnum = sp->sectnum; in WarpToArea() 196 updatesector(*x, *y, sectnum); in WarpToArea() 213 WarpSectorInfo(short sectnum, SPRITEp *sp_warp) in WarpSectorInfo() argument 220 if (!TEST(sector[sectnum].extra, SECTFX_WARP_SECTOR)) in WarpSectorInfo() 227 if (sp->sectnum == sectnum) in WarpSectorInfo() 251 if (!WarpSectorInfo(*sectnum, &sp_warp)) in Warp() [all …]
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H A D | vator.cpp | 102 SECTORp sectp = §or[sp->sectnum]; in SetVatorActive() 109 InterpSectorSprites(sp->sectnum, ON); in SetVatorActive() 130 SECTORp sectp = §or[sp->sectnum]; in SetVatorInactive() 137 InterpSectorSprites(sp->sectnum, OFF); in SetVatorInactive() 158 sectnum = fsp->sectnum; in DoVatorOperate() 177 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorOperate() 217 short sectnum; in DoVatorMatch() local 244 sectnum = fsp->sectnum; in DoVatorMatch() 245 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoVatorMatch() 346 if (SectUser[sectnum]) in MoveSpritesWithSector() [all …]
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H A D | vis.cpp | 89 short sectnum; in VisViewChange() local 104 sectnum = sprite[sp->owner].sectnum; in VisViewChange() 111 sectnum = sp->sectnum; in VisViewChange() 115 if (FAFcansee(pp->posx, pp->posy, pp->posz, pp->cursectnum, x, y, z, sectnum)) in VisViewChange() 125 int SpawnVis(short Parent, short sectnum, int x, int y, int z, int amt) in SpawnVis() argument 133 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_FOG) in SpawnVis() 136 if (sector[sprite[Parent].sectnum].floorpal == PALETTE_DIVE_LAVA) in SpawnVis() 149 SpriteNum = COVERinsertsprite(sprite[Parent].sectnum, STAT_VIS_ON); in SpawnVis() 165 if (sector[sectnum].floorpal == PALETTE_FOG) in SpawnVis() 168 SpriteNum = COVERinsertsprite(sectnum, STAT_VIS_ON); in SpawnVis()
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H A D | copysect.cpp | 113 dsectp = §or[dest_sp->sectnum]; in CopySectorMatch() 126 ssectp = §or[src_sp->sectnum]; in CopySectorMatch() 135 TRAVERSE_SPRITE_SECT(headspritesect[dest_sp->sectnum], kill, nextkill) in CopySectorMatch() 156 CopySectorWalls(dest_sp->sectnum, src_sp->sectnum); in CopySectorMatch() 168 SectorMidPoint(src_sp->sectnum, &sx, &sy, &trash); in CopySectorMatch() 169 SectorMidPoint(dest_sp->sectnum, &dx, &dy, &trash); in CopySectorMatch() 180 changespritesect(src_move, dest_sp->sectnum); in CopySectorMatch() 183 if (TEST(sector[dest_sp->sectnum].extra, SECTFX_SECTOR_OBJECT)) in CopySectorMatch() 201 if (SectUser[src_sp->sectnum] || SectUser[dest_sp->sectnum]) in CopySectorMatch() 203 SECT_USERp ssectu = GetSectUser(src_sp->sectnum); in CopySectorMatch() [all …]
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H A D | spike.cpp | 38 void InterpSectorSprites(short sectnum, SWBOOL state); 97 SECTORp sectp = §or[sp->sectnum]; in SetSpikeActive() 104 InterpSectorSprites(sp->sectnum, ON); in SetSpikeActive() 125 SECTORp sectp = §or[sp->sectnum]; in SetSpikeInactive() 132 InterpSectorSprites(sp->sectnum, OFF); in SetSpikeInactive() 141 short DoSpikeOperate(short sectnum) in DoSpikeOperate() argument 153 sectnum = fsp->sectnum; in DoSpikeOperate() 297 void MoveSpritesWithSpike(short sectnum) in MoveSpritesWithSpike() argument 313 getzsofslope(sectnum, sp->x, sp->y, &cz, &fz); in MoveSpritesWithSpike() 332 MoveSpritesWithSpike(sp->sectnum); in DoSpike() [all …]
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H A D | rotator.cpp | 40 void InterpSectorSprites(short sectnum, SWBOOL state); 131 short DoRotatorOperate(PLAYERp pp, short sectnum) in DoRotatorOperate() argument 135 match = sector[sectnum].hitag; in DoRotatorOperate() 155 short sectnum; in DoRotatorMatch() local 189 sectnum = fsp->sectnum; in DoRotatorMatch() 191 …if (pp && SectUser[sectnum] && SectUser[sectnum]->stag == SECT_LOCK_DOOR && SectUser[sectnum]->num… in DoRotatorMatch() 195 key_num = SectUser[sectnum]->number; in DoRotatorMatch() 264 startwall = sector[sp->sectnum].wallptr; in DoRotatorSetInterp() 265 endwall = startwall + sector[sp->sectnum].wallnum - 1; in DoRotatorSetInterp() 287 startwall = sector[sp->sectnum].wallptr; in DoRotatorStopInterp() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/blood/src/ |
H A D | warp.cpp | 67 pZone->sectnum = pSprite->sectnum; in warpInit() 80 pZone->sectnum = pSprite->sectnum; in warpInit() 91 pZone->sectnum = pSprite->sectnum; in warpInit() 100 pZone->sectnum = pSprite->sectnum; in warpInit() 185 int nSector = pSprite->sectnum; in CheckLink() 201 dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors); in CheckLink() 228 dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors); in CheckLink() 262 dassert(pLower->sectnum >= 0 && pLower->sectnum < kMaxSectors); in CheckLink() 263 *nSector = pLower->sectnum; in CheckLink() 288 dassert(pUpper->sectnum >= 0 && pUpper->sectnum < kMaxSectors); in CheckLink() [all …]
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/dports/games/NBlood/NBlood-a1689a4/extras/rrsrc/ |
H A D | gamedef2.c | 1358 if (sprite[spr].sectnum != js->sectnum) in parse() 1361 sectnum = sprite[spr].sectnum; in parse() 1383 sector[sectnum].floorz = sector[js->sectnum].floorz; in parse() 1384 sector[sectnum].ceilingz = sector[js->sectnum].ceilingz; in parse() 1400 sector[sectnum].filler = sector[js->sectnum].filler; in parse() 1401 sector[sectnum].lotag = sector[js->sectnum].lotag; in parse() 1402 sector[sectnum].hitag = sector[js->sectnum].hitag; in parse() 1403 sector[sectnum].extra = sector[js->sectnum].extra; in parse() 1552 if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) in parse() 1584 if(g_sp->sectnum >= 0 && g_sp->sectnum < MAXSECTORS) in parse() [all …]
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H A D | actors6.c | 48 sc = §or[s->sectnum]; in moveeffectors() 257 … ns = EGS(s->sectnum,s->x,s->y,sector[s->sectnum].ceilingz+119428,3677,-8,16,16,0,0,0,i,5); in moveeffectors() 432 if(s->sectnum == sprite[ps[p].i].sectnum) in moveeffectors() 589 … if( ( k == -1 && ud.clipping == 0 ) || ( k == s->sectnum && ps[p].cursectnum != s->sectnum ) ) in moveeffectors() 602 if( sprite[ps[p].i].sectnum == s->sectnum ) in moveeffectors() 1028 if(s->sectnum == sprite[ps[p].i].sectnum) in moveeffectors() 1633 … sector[sprite[j].sectnum].floorpal = sector[sprite[j].sectnum].ceilingpal = in moveeffectors() 1635 … sector[sprite[j].sectnum].floorshade = sector[sprite[j].sectnum].ceilingshade = in moveeffectors() 1994 if(sprite[ps[p].i].sectnum == s->sectnum && ps[p].on_ground) in moveeffectors() 2001 if(sprite[ps[p].i].sectnum == s->sectnum && ps[p].on_ground) in moveeffectors() [all …]
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H A D | actors1.c | 87 long ceilingspace(short sectnum) in ceilingspace() argument 89 if( (sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 ) in ceilingspace() 91 switch(sector[sectnum].ceilingpicnum) in ceilingspace() 101 long floorspace(short sectnum) in floorspace() argument 103 if( (sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 ) in floorspace() 105 switch(sector[sectnum].floorpicnum) in floorspace() 460 tempshort[0] = s->sectnum; in hitradius() 461 dasect = s->sectnum; in hitradius() 647 dasectnum = sprite[spritenum].sectnum; in movesprite() 989 ssect = psect = s->sectnum; in movefta() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/witchaven/src/ |
H A D | animation.cpp | 303 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs() 383 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs() 437 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs() 757 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10)) in animateobjs() 793 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs() 922 if ((sprite[i].sectnum != osectnum) && (sector[sprite[i].sectnum].lotag == 10)) in animateobjs() 960 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs() 1450 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs() 1642 if (sector[sprite[i].sectnum].floorz - (32 << 8) < sector[sprite[i].sectnum].ceilingz) in animateobjs() 3537 tspr->sectnum, in findapatrolpoint() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/ |
H A D | actors.h | 285 void Sect_ToggleInterpolation(int sectnum, int setInterpolation); 286 static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum,… in Sect_ClearInterpolation() argument 287 static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1… in Sect_SetInterpolation() argument 301 EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum); 302 EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum); 330 EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum) in G_CheckForSpaceCeiling() argument 332 return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceCeiling() 333 (sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1)); in G_CheckForSpaceCeiling() 336 EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum) in G_CheckForSpaceFloor() argument 338 return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceFloor() [all …]
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H A D | gameexec.cpp | 662 int const sectnum = vm.pSprite->sectnum; in VM_GetCeilZOfSlope() local 678 int const sectnum = vm.pSprite->sectnum; in VM_GetFlorZOfSlope() local 2145 if (sprite[spr].sectnum != js->sectnum && lotag == js->lotag) in VM_Execute() 2147 int16_t const sectnum = sprite[spr].sectnum; in VM_Execute() local 2167 sector[sectnum].floorz = sector[js->sectnum].floorz; in VM_Execute() 2168 sector[sectnum].ceilingz = sector[js->sectnum].ceilingz; in VM_Execute() 2180 sector[sectnum].floorpal = sector[js->sectnum].floorpal; in VM_Execute() 2184 g_sectorExtra[sectnum] = g_sectorExtra[js->sectnum]; in VM_Execute() 2185 sector[sectnum].lotag = sector[js->sectnum].lotag; in VM_Execute() 2186 sector[sectnum].hitag = sector[js->sectnum].hitag; in VM_Execute() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/duke3d/src/ |
H A D | actors.h | 411 void Sect_ToggleInterpolation(int sectnum, int setInterpolation); 412 static FORCE_INLINE void Sect_ClearInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum,… in Sect_ClearInterpolation() argument 413 static FORCE_INLINE void Sect_SetInterpolation(int sectnum) { Sect_ToggleInterpolation(sectnum, 1… in Sect_SetInterpolation() argument 428 EXTERN_INLINE_HEADER int G_CheckForSpaceCeiling(int sectnum); 429 EXTERN_INLINE_HEADER int G_CheckForSpaceFloor(int sectnum); 469 EXTERN_INLINE int G_CheckForSpaceCeiling(int const sectnum) in G_CheckForSpaceCeiling() argument 471 return ((sector[sectnum].ceilingstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceCeiling() 472 (sector[sectnum].ceilingpicnum==MOONSKY1 || sector[sectnum].ceilingpicnum==BIGORBIT1)); in G_CheckForSpaceCeiling() 475 EXTERN_INLINE int G_CheckForSpaceFloor(int const sectnum) in G_CheckForSpaceFloor() argument 477 return ((sector[sectnum].floorstat&1) && sector[sectnum].ceilingpal == 0 && in G_CheckForSpaceFloor() [all …]
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/dports/games/NBlood/NBlood-a1689a4/source/rr/src/lunatic/ |
H A D | defs_common.lua | 791 if (tspr.sectnum ~= sectnum) then 793 ffi.cast(spritetype_ptr_ct, tspr).sectnum = sectnum 1041 return what, sectnum 1080 check_sector_idx(sectnum) 1334 check_sector_idx(sectnum) 1361 check_sector_idx(sectnum) 1367 function inside(pos, sectnum) 1376 if (sectnum ~= -1) then 1380 us_retsect[0] = sectnum 1400 if (sectnum ~= -1) then [all …]
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