Re-exported all models using umodelextract.
Fixed a rare abort with the enhanced shock rifle if a monster destroys itself from splash damage before a beam's contact damage is dealt.
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145 changed files with 36 additions and 29 deletions
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@ -590,8 +590,12 @@ Class SuperShockBeam : Actor
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}
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else
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{
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t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX',DMG_USEANGLE|DMG_THRUSTLESS,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
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UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector,60000);
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// the actor may "cease to exist" if it dies after the call to ExplodeMissile, so guard against that
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if ( t.Results.HitActor )
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{
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t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX',DMG_USEANGLE|DMG_THRUSTLESS,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
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UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector,60000);
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}
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let r = Spawn("SuperShockBeamRing",pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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