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- Fixed: A_Fade* could destroy live player bodies because it was calling the Destroy() function directly instead of going through P_RemoveThing.
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1 changed files with 3 additions and 3 deletions
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@ -2439,7 +2439,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
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if (flags & FTF_CLAMP)
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if (flags & FTF_CLAMP)
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self->alpha = (FRACUNIT * 1);
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self->alpha = (FRACUNIT * 1);
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if (flags & FTF_REMOVE)
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if (flags & FTF_REMOVE)
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self->Destroy();
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P_RemoveThing(self);
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}
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}
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}
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}
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@ -2467,7 +2467,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
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if (flags & FTF_CLAMP)
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if (flags & FTF_CLAMP)
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self->alpha = 0;
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self->alpha = 0;
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if (flags & FTF_REMOVE)
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if (flags & FTF_REMOVE)
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self->Destroy();
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P_RemoveThing(self);
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}
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}
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}
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}
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@ -2515,7 +2515,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
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}
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}
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if (self->alpha == target && (flags & FTF_REMOVE))
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if (self->alpha == target && (flags & FTF_REMOVE))
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{
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{
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self->Destroy();
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P_RemoveThing(self);
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}
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}
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}
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}
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