- copy target to a local variable in A_VileAttack so that it remains accessible if A_Explode destroys the actor.

This commit is contained in:
Christoph Oelckers 2016-12-23 16:33:05 +01:00
parent 2327359d74
commit 4fcf9933f0

View file

@ -125,25 +125,26 @@ extend class Actor
void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, double thrust = 1.0, name damagetype = "Fire", int flags = 0)
{
if (target)
Actor targ = target;
if (targ)
{
A_FaceTarget();
if (!CheckSight(target, 0)) return;
if (!CheckSight(targ, 0)) return;
A_PlaySound(snd, CHAN_WEAPON);
int newdam = target.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
int newdam = targ.DamageMobj (self, self, initialdmg, (flags & VAF_DMGTYPEAPPLYTODIRECT)? damagetype : 'none');
TraceBleed (newdam > 0 ? newdam : initialdmg, target);
TraceBleed (newdam > 0 ? newdam : initialdmg, targ);
Actor fire = tracer;
if (fire)
{
// move the fire between the vile and the player
fire.SetOrigin(target.Vec3Angle(-24., angle, 0), true);
fire.SetOrigin(targ.Vec3Angle(-24., angle, 0), true);
fire.A_Explode(blastdmg, blastradius, XF_NOSPLASH, false, 0, 0, 0, "BulletPuff", damagetype);
}
if (!target.bDontThrust)
if (!targ.bDontThrust)
{
target.Vel.z = thrust * 1000 / max(1, target.Mass);
targ.Vel.z = thrust * 1000 / max(1, targ.Mass);
}
}
}