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- Fixed: A_Die didn't consider missiles for the function.
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1 changed files with 4 additions and 1 deletions
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@ -3161,6 +3161,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
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ACTION_PARAM_START(1);
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ACTION_PARAM_NAME(damagetype, 0);
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if (self->flags & MF_MISSILE)
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P_ExplodeMissile(self, NULL, NULL);
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else
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P_DamageMobj (self, NULL, NULL, self->health, damagetype, DMG_FORCED);
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}
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