From e6b150bab9bd36f66573311dc509c6cb3d720f4b Mon Sep 17 00:00:00 2001 From: Randy Heit Date: Sat, 27 Oct 2012 02:13:53 +0000 Subject: [PATCH] - Fixed: A_Explode should always perform the distance <= 0 check, not just when damage < 0. SVN r3914 (scripting) --- src/thingdef/thingdef_codeptr.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index e1d9f230d4..f592fd75a1 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -868,10 +868,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode) flags = !self->GetClass()->DontHurtShooter; alert = false; } - else - { - if (distance <= 0) distance = damage; - } + if (distance <= 0) distance = damage; + // NailBomb effect, from SMMU but not from its source code: instead it was implemented and // generalized from the documentation at http://www.doomworld.com/eternity/engine/codeptrs.html