Fix crash in new fireflower. (resolves #305)
Also, correct indentation on bounce ring fuse since I was here.
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@ -4030,7 +4030,8 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
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{
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{
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player->pflags |= PF_ATTACKDOWN;
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player->pflags |= PF_ATTACKDOWN;
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mo = P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
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mo = P_SpawnPlayerMissile(player->mo, MT_FIREBALL, 0);
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P_InstaThrust(mo, player->mo->angle, ((mo->info->speed>>FRACBITS)*player->mo->scale) + player->speed);
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if (mo)
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P_InstaThrust(mo, player->mo->angle, ((mo->info->speed>>FRACBITS)*player->mo->scale) + player->speed);
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S_StartSound(player->mo, sfx_mario7);
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S_StartSound(player->mo, sfx_mario7);
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P_SetWeaponDelay(player, TICRATE); // Short delay between fireballs so you can't spam them everywhere
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P_SetWeaponDelay(player, TICRATE); // Short delay between fireballs so you can't spam them everywhere
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return;
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return;
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@ -4051,8 +4052,8 @@ static void P_DoFiring(player_t *player, ticcmd_t *cmd)
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
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mo = P_SpawnPlayerMissile(player->mo, MT_THROWNBOUNCE, MF2_BOUNCERING);
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if (mo)
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if (mo)
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mo->fuse = 3*TICRATE; // Bounce Ring time
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mo->fuse = 3*TICRATE; // Bounce Ring time
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}
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}
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// Rail ring
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// Rail ring
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else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
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else if (player->currentweapon == WEP_RAIL && player->powers[pw_railring])
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