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- Fixed: The check in P_SpawnBlood() to avoid advancing the state to something not owned by
the spawned blood actor was backwards and would only advance to state's NOT owned by it. SVN r3861 (trunk)
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1 changed files with 4 additions and 3 deletions
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@ -4864,14 +4864,15 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc
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while (cls != RUNTIME_CLASS(AActor))
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{
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FActorInfo *ai = cls->ActorInfo;
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int checked_advance = advance;
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if (ai->OwnsState(th->SpawnState))
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{
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for (; advance > 0; --advance)
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for (; checked_advance > 0; --checked_advance)
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{
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// [RH] Do not set to a state we do not own.
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if (!ai->OwnsState(th->SpawnState + advance))
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if (ai->OwnsState(th->SpawnState + checked_advance))
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{
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th->SetState(th->SpawnState + advance);
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th->SetState(th->SpawnState + checked_advance);
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goto statedone;
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}
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}
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