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- fixed: A_CustomMissile should not jump to the See state for dead monsters when using CMF_CHECKTARGETDEAD.
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@ -1028,7 +1028,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
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else if (flags & CMF_CHECKTARGETDEAD)
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{
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// Target is dead and the attack shall be aborted.
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if (self->SeeState != NULL) self->SetState(self->SeeState);
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if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER))) self->SetState(self->SeeState);
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}
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}
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