- fixed: A_CustomMissile should not jump to the See state for dead monsters when using CMF_CHECKTARGETDEAD.

This commit is contained in:
Christoph Oelckers 2014-09-13 10:15:09 +02:00
parent 46ec364443
commit 2be3b776d8
1 changed files with 1 additions and 1 deletions

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@ -1028,7 +1028,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
else if (flags & CMF_CHECKTARGETDEAD) else if (flags & CMF_CHECKTARGETDEAD)
{ {
// Target is dead and the attack shall be aborted. // Target is dead and the attack shall be aborted.
if (self->SeeState != NULL) self->SetState(self->SeeState); if (self->SeeState != NULL && (self->health > 0 || !(self->flags3 & MF3_ISMONSTER))) self->SetState(self->SeeState);
} }
} }