Add unused multi_send_door_open parameter 'flag' to match D2X
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@ -2823,9 +2823,9 @@ multi_send_decloak(void)
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multi_send_data(multibuf, 2, 2);
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}
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void
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multi_send_door_open(int segnum, int side)
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void multi_send_door_open(int segnum, int side, ubyte flag)
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{
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(void)flag;
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multibuf[0] = MULTI_DOOR_OPEN;
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PUT_INTEL_SHORT(multibuf+1, segnum );
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multibuf[3] = (sbyte)side;
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@ -197,7 +197,7 @@ void multi_send_reappear();
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void multi_send_kill(int objnum);
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void multi_send_remobj(int objnum);
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void multi_send_quit(int why);
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void multi_send_door_open(int segnum, int side);
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void multi_send_door_open(int segnum, int side,ubyte flag);
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void multi_send_create_explosion(int player_num);
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void multi_send_controlcen_fire(vms_vector *to_target, int gun_num, int objnum);
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void multi_send_cloak(void);
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@ -1434,9 +1434,9 @@ void net_udp_send_door_updates(void)
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for (i = 0; i < Num_walls; i++)
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{
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if ((Walls[i].type == WALL_DOOR) && ((Walls[i].state == WALL_DOOR_OPENING) || (Walls[i].state == WALL_DOOR_WAITING)))
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multi_send_door_open(Walls[i].segnum, Walls[i].sidenum);
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multi_send_door_open(Walls[i].segnum, Walls[i].sidenum,0);
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else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].flags & WALL_BLASTED))
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multi_send_door_open(Walls[i].segnum, Walls[i].sidenum);
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multi_send_door_open(Walls[i].segnum, Walls[i].sidenum,0);
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else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].hps != WALL_HPS))
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multi_send_hostage_door_status(i);
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}
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@ -321,7 +321,7 @@ void wall_damage(segment *seg, int side, fix damage)
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blast_blastable_wall( seg, side );
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_door_open(seg-Segments, side);
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multi_send_door_open(seg-Segments, side, 0);
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#endif
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}
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else
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@ -865,7 +865,7 @@ int wall_hit_process(segment *seg, int side, fix damage, int playernum, object *
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wall_open_door(seg, side);
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#ifdef NETWORK
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if (Game_mode & GM_MULTI)
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multi_send_door_open(seg-Segments, side);
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multi_send_door_open(seg-Segments, side, 0);
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#endif
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}
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return WHP_DOOR;
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