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- dd self check for burning cultist fix
Fix issue with spawned kDudeBurningCultist dudes entering water Copied from NBlood ae80eef10fdd42224c7b6e782f259ba23c1069e7
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aab0a4f129
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2 changed files with 2 additions and 2 deletions
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@ -5023,7 +5023,7 @@ void MoveDude(DBloodActor* actor)
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break;
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case kDudeBurningCultist:
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{
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const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
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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
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if (Chance(chance))
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actor->spr.type = kDudeCultistTommy;
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else
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@ -1111,7 +1111,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
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DUDEEXTRA* pDudeExtra = &actor->dudeExtra;
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pDudeExtra->teslaHit = 0;
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}
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const bool fixRandomCultist = !cl_bloodvanillaenemies && (actor->spr.inittype >= kDudeBase) && (actor->spr.inittype < kDudeMax) && !VanillaMode(); // fix burning cultists randomly switching types underwater
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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
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switch (actor->spr.type)
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{
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case kDudeCultistTommy:
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