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.
This commit is contained in:
Marisa the Magician 2018-11-29 16:37:43 +01:00
commit 9e1aea068f
145 changed files with 36 additions and 29 deletions

View file

@ -590,8 +590,12 @@ Class SuperShockBeam : Actor
}
else
{
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX',DMG_USEANGLE|DMG_THRUSTLESS,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector,60000);
// the actor may "cease to exist" if it dies after the call to ExplodeMissile, so guard against that
if ( t.Results.HitActor )
{
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX',DMG_USEANGLE|DMG_THRUSTLESS,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector,60000);
}
let r = Spawn("SuperShockBeamRing",pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);