Adjusted the assert conditions in DoJump()

- With multiple A_Jump calls possible in a single action now, it is now
  possible for DoJump() to be called with a callingstate that does not
  match self->state because the state had been changed by a prior A_Jump
  in the same action function.
This commit is contained in:
Randy Heit 2016-02-04 20:36:39 -06:00
parent 9d77244b3f
commit 2516b8f8af

View file

@ -676,7 +676,7 @@ static void DoJump(AActor *self, AActor *stateowner, FState *callingstate, FStat
{
P_SetPsprite(self->player, ps_flash, jumpto);
}
else if (callingstate == self->state)
else if (callingstate == self->state || (self->ObjectFlags & OF_StateChanged))
{
// Rather than using self->SetState(jumpto) to set the state,
// set the state directly. Since this function is only called by