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Fixed: Possible invalid processing for Crash states that immediately destroy the actor
- Setting an actor's Crash state has the potential to destroy the actor if the Crash state has one or more 0-tic states that end with Stop. This was not taken into account when the object's Z velocity was 0, but it was under the floor anyway.
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@ -3799,6 +3799,8 @@ void AActor::Tick ()
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else if (Z() <= floorz)
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{
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Crash();
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if (ObjectFlags & OF_EuthanizeMe)
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return; // actor was destroyed
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}
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CheckPortalTransition(true);
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