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- Fixed: 0 duration A_Lower loops could cause an infinite loop since A_Lower checked if the player was dead in two different ways and returned before the second one.
SVN r4029 (trunk)
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3e1aa40461
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1 changed files with 2 additions and 4 deletions
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@ -818,10 +818,8 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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if (player->playerstate == PST_DEAD)
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if (player->playerstate == PST_DEAD)
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{ // Player is dead, so don't bring up a pending weapon
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{ // Player is dead, so don't bring up a pending weapon
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psp->sy = WEAPONBOTTOM;
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psp->sy = WEAPONBOTTOM;
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return;
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}
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// Player is dead, so keep the weapon off screen
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if (player->health <= 0)
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{ // Player is dead, so keep the weapon off screen
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P_SetPsprite (player, ps_weapon, NULL);
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P_SetPsprite (player, ps_weapon, NULL);
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return;
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return;
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}
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}
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