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- Fixed: RandomSpawner spawning another RandomSpawner spawning a missile could result in the second RandomSpawner being erroneously destroyed.
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1 changed files with 1 additions and 1 deletions
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@ -227,7 +227,7 @@ class RandomSpawner : Actor
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}
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newmobj.AddZ(SpawnPoint.Z);
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}
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if (newmobj.bMissile)
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if (newmobj.bMissile && !(newmobj is 'RandomSpawner'))
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newmobj.CheckMissileSpawn(0);
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// Bouncecount is used to count how many recursions we're in.
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if (newmobj is 'RandomSpawner')
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