- give P_ExplodeMissile a damage type when being called from P_DamageMobj
This commit is contained in:
parent
21a621031b
commit
62b0fc5f4e
3 changed files with 4 additions and 4 deletions
|
|
@ -1340,7 +1340,7 @@ bool AActor::Massacre ()
|
|||
//
|
||||
//----------------------------------------------------------------------------
|
||||
|
||||
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky)
|
||||
void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky, FName damageType)
|
||||
{
|
||||
// [ZZ] line damage callback
|
||||
if (line)
|
||||
|
|
@ -1372,7 +1372,7 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target, bool onsky)
|
|||
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, NAME_Extreme);
|
||||
}
|
||||
}
|
||||
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death);
|
||||
if (nextstate == NULL) nextstate = mo->FindState(NAME_Death, damageType);
|
||||
|
||||
if (onsky || (line != NULL && line->special == Line_Horizon))
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue