Fixed code in LavaDude AI that would cause a switch break to be missed

This commit is contained in:
sirlemonhead 2019-10-29 22:44:52 +00:00 committed by Christoph Oelckers
parent 911330ed37
commit 825b643370

View file

@ -400,21 +400,21 @@ void FuncLava(int a, int nDamage, int nRun)
case 3: case 3:
{ {
if (nFlag & 0x80 && nTarget > -1) if ((nFlag & 0x80) && nTarget > -1)
{ {
int nHeight = GetSpriteHeight(nSprite); int nHeight = GetSpriteHeight(nSprite);
GetUpAngle(nSprite, 0x0FFFF0600, nTarget, (-(nHeight >> 1))); GetUpAngle(nSprite, 0x0FFFF0600, nTarget, (-(nHeight >> 1)));
BuildBullet(nSprite, 10, Sin(sprite[nSprite].ang + 512) << 8, Sin(sprite[nSprite].ang) << 8, -1, sprite[nSprite].ang, nTarget + 10000, 1); BuildBullet(nSprite, 10, Sin(sprite[nSprite].ang + 512) << 8, Sin(sprite[nSprite].ang) << 8, -1, sprite[nSprite].ang, nTarget + 10000, 1);
break;
} }
else if (var_1C) else if (var_1C)
{ {
PlotCourseToSprite(nSprite, nTarget); PlotCourseToSprite(nSprite, nTarget);
LavaList[nLava].nAction = 7; LavaList[nLava].nAction = 7;
LavaList[nLava].field_10 = 0; LavaList[nLava].field_10 = 0;
break;
} }
break;
} }
case 4: case 4: