- fixed: The savegame code for player restoration did some undefined things with the userinfo that only worked due to previous memory leaks. It must ensure that the userinfos get properly transferred and not implicitly rely on the copy assignment being used to copy the actual player data.
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2 changed files with 14 additions and 4 deletions
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@ -653,7 +653,7 @@ void P_SectorDamage(int tag, int amount, FName type, const PClass *protectClass,
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// If DAMAGE_IN_AIR is used, anything not beneath the 3D floor will be
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// damaged (so, anything touching it or above it). Other 3D floors between
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// the actor and this one will not stop this effect.
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if ((flags & DAMAGE_IN_AIR) || actor->z <= z2))
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if ((flags & DAMAGE_IN_AIR) || actor->z <= z2)
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{
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// Here we pass the DAMAGE_IN_AIR flag to disable the floor check, since it
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// only works with the real sector's floor. We did the appropriate height checks
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