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- fixed: The new XDeath code forgot to move the assignment of the flags4 variable. Also renamed the variable to avoid conflicts.
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1 changed files with 2 additions and 2 deletions
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@ -658,7 +658,8 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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FState *diestate = NULL;
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int gibhealth = GibHealth();
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bool extremelydead = ((health < gibhealth || flags4 & MF4_EXTREMEDEATH) && !(flags4 & MF4_NOEXTREMEDEATH));
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int iflags4 = inflictor == NULL ? 0 : inflictor->flags4;
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bool extremelydead = ((health < gibhealth || iflags4 & MF4_EXTREMEDEATH) && !(iflags4 & MF4_NOEXTREMEDEATH));
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// Special check for 'extreme' damage type to ensure that it gets recorded properly as an extreme death for subsequent checks.
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if (DamageType == NAME_Extreme)
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@ -703,7 +704,6 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags)
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}
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if (diestate == NULL)
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{
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int flags4 = inflictor == NULL ? 0 : inflictor->flags4;
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// Don't pass on a damage type this actor cannot handle.
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// (most importantly, prevent barrels from passing on ice damage.)
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