From 200104777bfc62ee4fa15751191da40ef4eca77c Mon Sep 17 00:00:00 2001 From: Major Cooke Date: Sun, 9 Aug 2020 14:01:57 -0500 Subject: [PATCH] Call SpecialMissileHit directly with zero damaging missiles last to ensure the function is actually triggered. --- src/playsim/p_map.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/src/playsim/p_map.cpp b/src/playsim/p_map.cpp index fafa2b7ef0..f18fa61e61 100644 --- a/src/playsim/p_map.cpp +++ b/src/playsim/p_map.cpp @@ -1528,7 +1528,8 @@ bool PIT_CheckThing(FMultiBlockThingsIterator &it, FMultiBlockThingsIterator::Ch // MBF bouncer might have a non-0 damage value, but they must not deal damage on impact either. if ((tm.thing->BounceFlags & BOUNCE_Actors) && (tm.thing->IsZeroDamage() || !(tm.thing->flags & MF_MISSILE))) { - return ((tm.thing->target == thing && !(tm.thing->flags8 & MF8_HITOWNER)) || !(thing->flags & MF_SOLID)); + return (((tm.thing->target == thing && !(tm.thing->flags8 & MF8_HITOWNER)) || !(thing->flags & MF_SOLID)) && + (tm.thing->SpecialMissileHit(thing) != 0)); } switch (tm.thing->SpecialMissileHit(thing))