- moved the 'brainexplode' state to the rocket, which is the actor which actually uses it.

This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP.
I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
This commit is contained in:
Christoph Oelckers 2016-11-14 15:02:44 +01:00
parent ac86a535e7
commit 56a3dcfe80
5 changed files with 10 additions and 7 deletions

View file

@ -476,6 +476,10 @@ static FxExpression *ParseExpression0 (FScanner &sc, PClassActor *cls)
{
exp = new FxRuntimeStateIndex(ParseExpressionM(sc, cls));
}
// The parsed expression is of type 'statelabel', but we want a real state here so we must convert it.
FArgumentList args;
args.Push(exp);
exp = new FxFunctionCall(NAME_ResolveState, NAME_None, args, sc);
sc.MustGetToken(')');
return exp;
}