- fixed: AActor::GetModifiedDamage must account for the inventory items to get destroyed in its scripted subfunctions.

This commit is contained in:
Christoph Oelckers 2020-06-12 23:11:45 +02:00
parent a3c100a2ed
commit e47f016b23
1 changed files with 3 additions and 2 deletions

View File

@ -7359,14 +7359,15 @@ void AActor::ClearCounters()
int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive, AActor *inflictor, AActor *source, int flags)
{
auto inv = Inventory;
while (inv != nullptr)
while (inv != nullptr && !(inv->ObjectFlags & OF_EuthanizeMe))
{
auto nextinv = inv->Inventory;
IFVIRTUALPTRNAME(inv, NAME_Inventory, ModifyDamage)
{
VMValue params[8] = { (DObject*)inv, damage, damagetype.GetIndex(), &damage, passive, inflictor, source, flags };
VMCall(func, params, 8, nullptr, 0);
}
inv = inv->Inventory;
inv = nextinv;
}
return damage;
}