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- fixed: FastProjectile's movement code was missong a portal check.
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3 changed files with 10 additions and 0 deletions
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@ -4036,6 +4036,14 @@ void AActor::CheckPortalTransition(bool islinked)
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if (islinked && moved) LinkToWorld(&ctx);
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckPortalTransition)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL_DEF(linked);
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self->CheckPortalTransition(linked);
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return 0;
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}
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//
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// P_MobjThinker
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//
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@ -518,6 +518,7 @@ class Actor : Thinker native
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native clearscope int GetRenderStyle() const;
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native clearscope bool CheckKeys(int locknum, bool remote, bool quiet = false);
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native clearscope Inventory FirstInv() const;
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protected native void CheckPortalTransition(bool linked = true);
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native clearscope string GetTag(string defstr = "") const;
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native void SetTag(string defstr = "");
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@ -156,6 +156,7 @@ class FastProjectile : Actor
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ExplodeMissile (NULL, NULL);
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return;
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}
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CheckPortalTransition();
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if (changexy && ripcount <= 0)
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{
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ripcount = count >> 3;
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