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- fixed RGF_NOSIGHT checking for A_RadiusGive.
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@ -4783,7 +4783,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
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}
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fixed_t dz = abs ((thing->z + thing->height/2) - (self->z + self->height/2));
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if (P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) || (RGF_NOSIGHT))
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if ((flags & RGF_NOSIGHT) || P_CheckSight (thing, self, SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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AInventory *gift = static_cast<AInventory *>(Spawn (item, 0, 0, 0, NO_REPLACE));
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if (gift->IsKindOf(RUNTIME_CLASS(AHealth)))
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