- 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

View file

@ -1028,7 +1028,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
else if (flags & CMF_CHECKTARGETDEAD)
{
// 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);
}
}