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- Added FOILBUDDHA check for A_BFGSpray.
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1 changed files with 4 additions and 1 deletions
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@ -609,9 +609,12 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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damage = defdamage;
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}
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int dmgFlagPass = 0;
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dmgFlagPass += (spray != NULL && (spray->flags3 & MF3_FOILINVUL)) ? DMG_FOILINVUL : 0; //[MC]Because the original foilinvul wasn't working.
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dmgFlagPass += (spray != NULL && (spray->flags7 & MF7_FOILBUDDHA)) ? DMG_FOILBUDDHA : 0;
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thingToHit = linetarget;
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int newdam = P_DamageMobj (thingToHit, self->target, self->target, damage, spray != NULL? FName(spray->DamageType) : FName(NAME_BFGSplash),
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spray != NULL && (spray->flags3 & MF3_FOILINVUL)? DMG_FOILINVUL : 0);
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dmgFlagPass);
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P_TraceBleed (newdam > 0 ? newdam : damage, thingToHit, self->target);
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}
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}
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