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A_RadiusGive Missile check fix
- Don't use isMissile(). Check directly for the flag at the moment of calling and not the default. Otherwise, things changing themselves will still be ineligible for non-missile checks.
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1 changed files with 2 additions and 2 deletions
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@ -5381,13 +5381,13 @@ enum RadiusGiveFlags
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static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, fixed_t distance, int flags, PClassActor *filter, FName species, fixed_t mindist)
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static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amount, fixed_t distance, int flags, PClassActor *filter, FName species, fixed_t mindist)
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{
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{
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// [MC] We only want to make an exception for missiles here. Nothing else.
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// [MC] We only want to make an exception for missiles here. Nothing else.
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bool missilePass = !!((flags & RGF_MISSILES) && thing->isMissile());
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bool missilePass = !!((flags & RGF_MISSILES) && thing->flags & MF_MISSILE);
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if (thing == self)
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if (thing == self)
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{
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{
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if (!(flags & RGF_GIVESELF))
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if (!(flags & RGF_GIVESELF))
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return false;
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return false;
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}
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}
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else if (thing->isMissile())
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else if (thing->flags & MF_MISSILE)
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{
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{
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if (!missilePass)
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if (!missilePass)
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return false;
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return false;
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