- Fixed: A_Fade* could destroy live player bodies because it was calling the Destroy() function directly instead of going through P_RemoveThing.

This commit is contained in:
MajorCooke 2016-01-13 20:26:15 -06:00
parent f9574a98fd
commit 629eaa35a3

View file

@ -2439,7 +2439,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
if (flags & FTF_CLAMP) if (flags & FTF_CLAMP)
self->alpha = (FRACUNIT * 1); self->alpha = (FRACUNIT * 1);
if (flags & FTF_REMOVE) if (flags & FTF_REMOVE)
self->Destroy(); P_RemoveThing(self);
} }
} }
@ -2467,7 +2467,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
if (flags & FTF_CLAMP) if (flags & FTF_CLAMP)
self->alpha = 0; self->alpha = 0;
if (flags & FTF_REMOVE) if (flags & FTF_REMOVE)
self->Destroy(); P_RemoveThing(self);
} }
} }
@ -2515,7 +2515,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
} }
if (self->alpha == target && (flags & FTF_REMOVE)) if (self->alpha == target && (flags & FTF_REMOVE))
{ {
self->Destroy(); P_RemoveThing(self);
} }
} }