From c48fa818ffe2790351096c171dd1b01a4030bf00 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 2 Jun 2020 21:24:34 +0200 Subject: [PATCH] - use modulo, not bitwise and-ing to check the damage delay for terrain based damage. This was apparently overlooked when refactoring the damage system 4 years ago. --- src/playsim/p_spec.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/playsim/p_spec.cpp b/src/playsim/p_spec.cpp index 80a506f25..97b2cf82b 100644 --- a/src/playsim/p_spec.cpp +++ b/src/playsim/p_spec.cpp @@ -625,7 +625,7 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType) auto Level = player->mo->Level; if (Terrains[floorType].DamageAmount && - !(Level->time & Terrains[floorType].DamageTimeMask)) + !(Level->time % (Terrains[floorType].DamageTimeMask+1))) { AActor *ironfeet = NULL;