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- Don't pass flags directly from A_Explode to P_RadiusAttack. XF_EXPLICITDAMAGETYPE would cause explosions to deal no damage otherwise.
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1 changed files with 5 additions and 1 deletions
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@ -1422,7 +1422,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
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damagetype = self->DamageType;
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}
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int count = P_RadiusAttack (self, self->target, damage, distance, damagetype, flags, fulldmgdistance);
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int pflags = 0;
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if (flags & XF_HURTSOURCE) pflags |= RADF_HURTSOURCE;
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if (flags & XF_NOTMISSILE) pflags |= RADF_SOURCEISSPOT;
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int count = P_RadiusAttack (self, self->target, damage, distance, damagetype, pflags, fulldmgdistance);
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P_CheckSplash(self, distance);
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if (alert && self->target != NULL && self->target->player != NULL)
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{
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