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Fixed problem in CheckForShadows().
Fixed a regression in CheckForShadows() that made it always return a +SHADOW or +SHADOWBLOCK actor even when there were none. Causing monsters to always have messy aim if +DOSHADOWBLOCK is on.
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@ -88,6 +88,7 @@ inline AActor* CheckForShadows(AActor* self, AActor* other, DVector3 pos, double
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if ((other && (other->flags & MF_SHADOW)) || (self->flags9 & MF9_DOSHADOWBLOCK))
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{
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AActor* shadowBlock = P_CheckForShadowBlock(self, other, pos, penaltyFactor);
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if (other && !(other->flags & MF_SHADOW)) other = nullptr; //Other doesn't have MF_SHADOW, so don't count them as a valid return.
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return shadowBlock ? shadowBlock : other;
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}
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return nullptr;
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