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- fixed: A_BlastRadius accessed the player's ReadyWeapon before ensuring it got called from a player.
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1 changed files with 1 additions and 2 deletions
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@ -103,10 +103,9 @@ extend class Actor
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action void A_Blast(int blastflags = 0, double strength = 255, double radius = 255, double speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius")
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{
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Weapon weapon = player.ReadyWeapon;
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if (player && (blastflags & BF_USEAMMO) && invoker == weapon && stateinfo != null && stateinfo.mStateType == STATE_Psprite)
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{
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Weapon weapon = player.ReadyWeapon;
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if (weapon != null && !weapon.DepleteAmmo(weapon.bAltFire))
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{
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return;
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