- fixed: The new XDeath code forgot to move the assignment of the flags4 variable. Also renamed the variable to avoid conflicts.

This commit is contained in:
Christoph Oelckers 2013-07-02 22:01:54 +02:00
parent cc616a417d
commit f1dff6c9d3

View file

@ -658,7 +658,8 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
FState *diestate = NULL;
int gibhealth = GibHealth();
bool extremelydead = ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH));
int iflags4 = inflictor == NULL ? 0 : inflictor->flags4;
bool extremelydead = ((health < gibhealth || iflags4 & MF4_EXTREMEDEATH) && !(iflags4 & MF4_NOEXTREMEDEATH));
// Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks.
if (DamageType == NAME_Extreme)
@ -703,7 +704,6 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
}
if (diestate == NULL)
{
int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
// Don't pass on a damage type this actor cannot handle.
// (most importantly, prevent barrels from passing on ice damage.)