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authorJames Haley2014-10-26 20:29:18 -0500
committerJames Haley2014-10-26 20:29:18 -0500
commit76b6d1a239ddda25a8645ac0e94d45884b71fa5a (patch)
tree04ab603f6abd4c16da78cd8643e0aa4ef92fc1f7 /src
parenta0104247691296ef80807f7e55183a751fa69db8 (diff)
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Another teleport beacon correction
Flag to be cleared is MF_SPECIAL, not MF_SOLID (verified against disassembly). Otherwise you get to spawn an infinite number of rebels from one beacon. Not to mention, it isn't SOLID to start with.
Diffstat (limited to 'src')
-rw-r--r--src/strife/p_enemy.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/strife/p_enemy.c b/src/strife/p_enemy.c
index 6e128679..8aad08fc 100644
--- a/src/strife/p_enemy.c
+++ b/src/strife/p_enemy.c
@@ -3174,8 +3174,8 @@ void A_TeleportBeacon(mobj_t* actor)
return;
}
- // beacon no longer solid
- actor->flags &= ~MF_SOLID;
+ // beacon no longer special
+ actor->flags &= ~MF_SPECIAL;
// set color and flags
mobj->flags |= ((actor->miscdata << MF_TRANSSHIFT) | MF_NODIALOG);