- 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:
Christoph Oelckers 2020-06-02 21:24:34 +02:00
parent 96cf16c923
commit c48fa818ff

View file

@ -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;