- fixed one merge conflict that managed to slip through.

This commit is contained in:
Christoph Oelckers 2021-08-23 19:24:56 +02:00
parent 0e7c61dc33
commit feb11a2f9a

View file

@ -5961,7 +5961,7 @@ static void actCheckExplosion()
// the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions // the new flag newSectCheckMethod for GetClosestSpriteSectors() does rectify these issues, but this may cause unintended side effects for level scripted explosions
// so only allow this new checking method for dude spawned explosions // so only allow this new checking method for dude spawned explosions
short gAffectedXWalls[kMaxXWalls]; short gAffectedXWalls[kMaxXWalls];
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic const bool newSectCheckMethod = !cl_bloodvanillaexplosions && Owner && Owner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
GetClosestSpriteSectors(nSector, x, y, radius, sectormap, gAffectedXWalls, newSectCheckMethod); GetClosestSpriteSectors(nSector, x, y, radius, sectormap, gAffectedXWalls, newSectCheckMethod);
for (int i = 0; i < kMaxXWalls; i++) for (int i = 0; i < kMaxXWalls; i++)