actors.c: fix a A_CheckSpriteFlags() call for zombie actor to STANDABLE change.

This only affects zombie actors in a sector with a parallaxed ceiling. If they
have SFLAG_NOSHADE clear, their shade is taken from the ceiling upon
changing the statnum. Previously, A_CheckSpriteFlags() received a value that
could only be 0 or 1 for the sprite index (typo).

git-svn-id: https://svn.eduke32.com/eduke32@4477 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2014-05-22 08:56:56 +00:00
parent 2f6652e59a
commit 3ecf4ca4e5

View file

@ -946,8 +946,7 @@ ACTOR_STATIC void G_MoveZombieActors(void)
case NUKEBARRELDENTED__STATIC:
case NUKEBARRELLEAKED__STATIC:
case TRIPBOMB__STATIC:
// XXX: j is result of cansee() call.
if (sector[s->sectnum].ceilingstat&1 && A_CheckSpriteFlags(j,SFLAG_NOSHADE) == 0)
if (sector[s->sectnum].ceilingstat&1 && A_CheckSpriteFlags(i,SFLAG_NOSHADE) == 0)
s->shade = sector[s->sectnum].ceilingshade;
else s->shade = sector[s->sectnum].floorshade;