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- Fixed: A_Explode should always perform the distance <= 0 check, not just when damage < 0.
SVN r3914 (scripting)
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1 changed files with 2 additions and 4 deletions
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@ -868,10 +868,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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flags = !self->GetClass()->DontHurtShooter;
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alert = false;
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}
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else
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{
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if (distance <= 0) distance = damage;
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}
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if (distance <= 0) distance = damage;
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// NailBomb effect, from SMMU but not from its source code: instead it was implemented and
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// generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html
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