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- Fixed: P_SpawnBlood did not check that the state it was setting for low-damage blood was valid.
SVN r3576 (trunk)
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a157e587b5
commit
e51bd95d03
1 changed files with 13 additions and 3 deletions
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@ -4668,15 +4668,25 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
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FState *state = th->FindState(NAME_Spray);
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FState *state = th->FindState(NAME_Spray);
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if (state != NULL) th->SetState (state);
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if (state != NULL) th->SetState (state);
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}
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}
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else damage+=2;
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else damage += 2;
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}
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}
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int advance = 0;
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if (damage <= 12 && damage >= 9)
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if (damage <= 12 && damage >= 9)
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{
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{
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th->SetState (th->SpawnState + 1);
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advance = 1;
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}
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}
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else if (damage < 9)
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else if (damage < 9)
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{
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{
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th->SetState (th->SpawnState + 2);
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advance = 2;
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}
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for (; advance > 0; --advance)
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{
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// [RH] Do not set to a state we do not own.
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if (th->SpawnState + advance < th->GetClass()->ActorInfo->OwnedStates + NumOwnedStates)
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{
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th->SetState(th->SpawnState + advance);
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break;
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}
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}
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}
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}
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}
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}
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}
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