- changed the invisible waiting frame of the ExplosiveBarrel to use TNTA10 instead of the real barrel frame. This is so that sprite checks do not erroneously determine that there's still something to see. GZDoom's dynamic light code has problems with this.

This commit is contained in:
Christoph Oelckers 2013-09-20 10:43:10 +02:00
parent 8ef130c376
commit a144221174

View file

@ -27,8 +27,8 @@ ACTOR ExplosiveBarrel 2035
BEXP C 5 BRIGHT
BEXP D 5 BRIGHT A_Explode
BEXP E 10 BRIGHT
BEXP E 1050 BRIGHT A_BarrelDestroy
BEXP E 5 A_Respawn
TNT1 A 1050 BRIGHT A_BarrelDestroy
TNT1 A 5 A_Respawn
Wait
}
}