mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- use modulo, not bitwise and-ing to check the damage delay for terrain based damage.
This was apparently overlooked when refactoring the damage system 4 years ago.
This commit is contained in:
parent
96cf16c923
commit
c48fa818ff
1 changed files with 1 additions and 1 deletions
|
@ -625,7 +625,7 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType)
|
|||
auto Level = player->mo->Level;
|
||||
|
||||
if (Terrains[floorType].DamageAmount &&
|
||||
!(Level->time & Terrains[floorType].DamageTimeMask))
|
||||
!(Level->time % (Terrains[floorType].DamageTimeMask+1)))
|
||||
{
|
||||
AActor *ironfeet = NULL;
|
||||
|
||||
|
|
Loading…
Reference in a new issue