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- fixed: old style DECORATE must use exactly the same method to store the damage function as the modern version.
The difference in handling crashed with Daedalus.
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1 changed files with 3 additions and 1 deletions
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@ -48,6 +48,7 @@
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#include "decallib.h"
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#include "i_system.h"
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#include "thingdef.h"
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#include "thingdef_exp.h"
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#include "r_data/r_translate.h"
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// TYPES -------------------------------------------------------------------
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@ -495,7 +496,8 @@ static void ParseInsideDecoration (Baggage &bag, AActor *defaults,
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else if (def == DEF_Projectile && sc.Compare ("Damage"))
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{
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sc.MustGetNumber ();
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defaults->Damage = CreateDamageFunction(sc.Number);
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FxDamageValue *x = new FxDamageValue(new FxConstant(sc.Number, sc), false);
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defaults->Damage = (VMFunction *)(uintptr_t)(ActorDamageFuncs.Push(x) + 1);
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}
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else if (def == DEF_Projectile && sc.Compare ("DamageType"))
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{
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