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- fixed: CheckForResurrection should check whether the active translation is actually a blood translation before resetting it, not assuming that GenericCrush is a single state with infinite duration.
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1 changed files with 2 additions and 1 deletions
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@ -44,6 +44,7 @@
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#include "thingdef/thingdef.h"
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#include "thingdef/thingdef.h"
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#include "d_dehacked.h"
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#include "d_dehacked.h"
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#include "g_level.h"
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#include "g_level.h"
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#include "r_data/r_translate.h"
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#include "teaminfo.h"
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#include "teaminfo.h"
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#include "gi.h"
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#include "gi.h"
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@ -2615,7 +2616,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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S_Sound(corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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S_Sound(corpsehit, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
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info = corpsehit->GetDefault();
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info = corpsehit->GetDefault();
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if (corpsehit->state == corpsehit->FindState(NAME_GenericCrush))
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if (GetTranslationType(corpsehit->Translation) == TRANSLATION_Blood)
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{
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{
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corpsehit->Translation = info->Translation; // Clean up bloodcolor translation from crushed corpses
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corpsehit->Translation = info->Translation; // Clean up bloodcolor translation from crushed corpses
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}
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}
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