Hotfix for yet another case where shit destroys itself on death on the same tic for fuck's sake why do you people keep doing this shit can't you fucking learn for once to code death states properly you goddamn maniacs.
Also added another intermission art while I was at it, because why not.
This commit is contained in:
parent
60617f2501
commit
57684c03b1
4 changed files with 5 additions and 4 deletions
|
|
@ -403,7 +403,7 @@ Class SilverBullet : SWWMWeapon
|
|||
{
|
||||
SWWMUtility.DoKnockback(t.HitList[i].HitActor,t.HitList[i].x+(0,0,0.025),t.Hitlist[i].HitDamage*20.*FRandom[SilverBullet](.8,1.2));
|
||||
int dmg = t.HitList[i].HitActor.DamageMobj(invoker,self,t.Hitlist[i].HitDamage,'shot',DMG_FOILINVUL|DMG_USEANGLE|DMG_THRUSTLESS,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
|
||||
if ( (t.HitList[i].HitActor.Health <= 0) && (t.HitList[i].HitActor.bIsMonster || t.HitList[i].HitActor.player) && t.HitList[i].HitActor.IsHostile(self) )
|
||||
if ( t.HitList[i].HitActor && (t.HitList[i].HitActor.Health <= 0) && (t.HitList[i].HitActor.bIsMonster || t.HitList[i].HitActor.player) && t.HitList[i].HitActor.IsHostile(self) )
|
||||
{
|
||||
invoker.nkills++;
|
||||
SWWMUtility.AchievementProgress('swwm_progress_conga',invoker.nkills,player);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue