- dd self check for burning cultist fix

Fix issue with spawned kDudeBurningCultist dudes entering water
Copied from NBlood ae80eef10fdd42224c7b6e782f259ba23c1069e7
This commit is contained in:
Christoph Oelckers 2022-05-06 01:21:48 +02:00
parent aab0a4f129
commit 5c9730766d
2 changed files with 2 additions and 2 deletions

View file

@ -5023,7 +5023,7 @@ void MoveDude(DBloodActor* actor)
break;
case kDudeBurningCultist:
{
const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && (actor->spr.inittype != actor->spr.type) && !VanillaMode(); // fix burning cultists randomly switching types underwater
if (Chance(chance))
actor->spr.type = kDudeCultistTommy;
else

View file

@ -1111,7 +1111,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
pDudeExtra->teslaHit = 0;
}
const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && (actor->spr.inittype != actor->spr.type) && !VanillaMode(); // fix burning cultists randomly switching types underwater
switch (actor->spr.type)
{
case kDudeCultistTommy: