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- 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.
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5 changed files with 10 additions and 7 deletions
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@ -476,6 +476,10 @@ static FxExpression *ParseExpression0 (FScanner &sc, PClassActor *cls)
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{
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exp = new FxRuntimeStateIndex(ParseExpressionM(sc, cls));
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}
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// The parsed expression is of type 'statelabel', but we want a real state here so we must convert it.
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FArgumentList args;
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args.Push(exp);
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exp = new FxFunctionCall(NAME_ResolveState, NAME_None, args, sc);
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sc.MustGetToken(')');
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return exp;
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}
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