- Fixed: The new HIT* flags were checking the wrong actor.

This commit is contained in:
MajorCooke 2014-12-15 10:26:22 -06:00
parent 6410428715
commit b6c5cfb9ef

View file

@ -1202,9 +1202,9 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) ) if (target != NULL && ((target->flags & (MF_SHOOTABLE|MF_CORPSE)) || (target->flags6 & MF6_KILLED)) )
{ {
if (target->flags7 & MF7_HITTARGET) mo->target = target; if (mo->flags7 & MF7_HITTARGET) mo->target = target;
if (target->flags7 & MF7_HITMASTER) mo->master = target; if (mo->flags7 & MF7_HITMASTER) mo->master = target;
if (target->flags7 & MF7_HITTRACER) mo->tracer = target; if (mo->flags7 & MF7_HITTRACER) mo->tracer = target;
if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash); if (target->flags & MF_NOBLOOD) nextstate = mo->FindState(NAME_Crash);
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme); if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
} }