- Fixed: 0 duration A_Lower loops could cause an infinite loop since A_Lower checked if the player was dead in two different ways and returned before the second one.

SVN r4029 (trunk)
This commit is contained in:
Braden Obrzut 2013-01-18 18:19:05 +00:00
parent 3e1aa40461
commit 76b5757dab

View file

@ -818,10 +818,8 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
if (player->playerstate == PST_DEAD)
{ // Player is dead, so don't bring up a pending weapon
psp->sy = WEAPONBOTTOM;
return;
}
if (player->health <= 0)
{ // Player is dead, so keep the weapon off screen
// Player is dead, so keep the weapon off screen
P_SetPsprite (player, ps_weapon, NULL);
return;
}