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- Do copy a monster's special to its morphed version so that it can be properly restored when
it unmorphs. SVN r4212 (trunk)
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1 changed files with 3 additions and 2 deletions
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@ -394,8 +394,8 @@ bool P_MorphMonster (AActor *actor, const PClass *spawntype, int duration, int s
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morphed->MorphStyle = style;
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morphed->MorphExitFlash = (exit_flash) ? exit_flash : RUNTIME_CLASS(ATeleportFog);
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morphed->FlagsSave = actor->flags & ~MF_JUSTHIT;
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//morphed->special = actor->special;
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//memcpy (morphed->args, actor->args, sizeof(actor->args));
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morphed->special = actor->special;
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memcpy (morphed->args, actor->args, sizeof(actor->args));
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morphed->CopyFriendliness (actor, true);
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morphed->flags |= actor->flags & MF_SHADOW;
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morphed->flags3 |= actor->flags3 & MF3_GHOST;
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@ -405,6 +405,7 @@ bool P_MorphMonster (AActor *actor, const PClass *spawntype, int duration, int s
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}
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morphed->AddToHash ();
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actor->RemoveFromHash ();
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actor->special = 0;
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actor->tid = 0;
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actor->flags &= ~(MF_SOLID|MF_SHOOTABLE);
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actor->flags |= MF_UNMORPHED;
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