mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-28 06:53:58 +00:00
- 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:
parent
cc616a417d
commit
f1dff6c9d3
1 changed files with 2 additions and 2 deletions
|
@ -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.)
|
||||
|
|
Loading…
Reference in a new issue