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- Fixed: Used the wrong actor's radius in P_Thing_Projectile() to get the maxdist for P_CheckMissileSpawn().
SVN r4196 (trunk)
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e4127111b1
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1 changed files with 1 additions and 1 deletions
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@ -336,7 +336,7 @@ nolead: mobj->angle = R_PointToAngle2 (mobj->x, mobj->y, targ->x, targ->y);
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}
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if (mobj->flags & MF_MISSILE)
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{
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if (P_CheckMissileSpawn (mobj, source->radius))
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if (P_CheckMissileSpawn (mobj, spot->radius))
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{
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rtn = true;
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}
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