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- fixed A_CheckTerrain's check for instant death sectors.
This was still checking the sector special even though this had been reactored 5 years ago.
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@ -4920,7 +4920,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
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if (self->Z() == sec->floorplane.ZatPoint(self) && sec->PortalBlocksMovement(sector_t::floor))
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if (self->Z() == sec->floorplane.ZatPoint(self) && sec->PortalBlocksMovement(sector_t::floor))
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{
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{
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if (sec->special == Damage_InstantDeath)
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if (sec->damageamount >= TELEFRAG_DAMAGE)
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{
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{
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P_DamageMobj(self, NULL, NULL, 999, NAME_InstantDeath);
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P_DamageMobj(self, NULL, NULL, 999, NAME_InstantDeath);
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}
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}
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