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- Fixed: The new HIT* flags were checking the wrong actor.
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1 changed files with 3 additions and 3 deletions
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@ -1202,9 +1202,9 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) )
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if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) )
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{
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{
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if (target->flags7 & MF7_HITTARGET) mo->target = target;
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if (mo->flags7 & MF7_HITTARGET) mo->target = target;
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if (target->flags7 & MF7_HITMASTER) mo->master = target;
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if (mo->flags7 & MF7_HITMASTER) mo->master = target;
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if (target->flags7 & MF7_HITTRACER) mo->tracer = target;
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if (mo->flags7 & MF7_HITTRACER) mo->tracer = target;
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if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
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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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if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
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}
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}
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