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- added a sight check to A_Blast for cross-portal effects.
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@ -151,6 +151,11 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
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{ // Out of range
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continue;
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}
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if (mo->Sector->PortalGroup != self->Sector->PortalGroup && !P_CheckSight(self, mo))
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{
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// in another region and cannot be seen.
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continue;
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}
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BlastActor (mo, strength, speed, self, blasteffect, !!(blastflags & BF_NOIMPACTDAMAGE));
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}
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return 0;
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