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- Fixed HITTARGET, HITMASTER, HITTRACER, crash and xdeath states being broken on bouncing actors that die/explode.
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parent
1eb2c75328
commit
46ee2c5ec6
2 changed files with 9 additions and 6 deletions
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@ -3535,9 +3535,9 @@ bool P_BounceActor(AActor *mo, AActor *BlockingMobj, bool ontop)
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if (mo->bouncecount>0 && --mo->bouncecount == 0)
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{
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if (mo->flags & MF_MISSILE)
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P_ExplodeMissile(mo, nullptr, nullptr);
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P_ExplodeMissile(mo, nullptr, BlockingMobj);
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else
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mo->CallDie(nullptr, nullptr);
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mo->CallDie(BlockingMobj, nullptr);
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return true;
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}
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@ -1814,16 +1814,19 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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mo->effects = 0; // [RH]
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mo->flags &= ~MF_SHOOTABLE;
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FState *nextstate=NULL;
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FState *nextstate = nullptr;
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if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) )
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if (target != nullptr)
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{
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if (mo->flags7 & MF7_HITTARGET) mo->target = target;
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if (mo->flags7 & MF7_HITMASTER) mo->master = target;
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if (mo->flags7 & MF7_HITTRACER) mo->tracer = target;
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if ((target->flags & (MF_SHOOTABLE | MF_CORPSE)) || (target->flags6 & MF6_KILLED))
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{
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if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
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}
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}
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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
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if (line != NULL && line->special == Line_Horizon && !(mo->flags3 & MF3_SKYEXPLODE))
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