From 3c38a18b0cb1a41399181f0406aad969f003c53f Mon Sep 17 00:00:00 2001 From: Player701 Date: Wed, 2 Dec 2020 09:48:45 +0300 Subject: [PATCH] - Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed. --- wadsrc/static/zscript/actors/shared/randomspawner.zs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/wadsrc/static/zscript/actors/shared/randomspawner.zs b/wadsrc/static/zscript/actors/shared/randomspawner.zs index be7118c5c..390e8b8e6 100644 --- a/wadsrc/static/zscript/actors/shared/randomspawner.zs +++ b/wadsrc/static/zscript/actors/shared/randomspawner.zs @@ -227,7 +227,7 @@ class RandomSpawner : Actor } newmobj.AddZ(SpawnPoint.Z); } - if (newmobj.bMissile) + if (newmobj.bMissile && !(newmobj is 'RandomSpawner')) newmobj.CheckMissileSpawn(0); // Bouncecount is used to count how many recursions we're in. if (newmobj is 'RandomSpawner')