Leaky Mario mode bug fixed.
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@ -2304,7 +2304,8 @@ void P_KillMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, UINT8 damaget
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target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
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target->fuse = TICRATE*3; // timer before mobj disappears from view (even if not an actual player)
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if (!mariodeathpit)
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if (!mariodeathpit)
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{
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{
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target->player->powers[pw_marioflashing] = MARIOFLASHINGTICS;
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if (mariomode)
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target->player->powers[pw_marioflashing] = MARIOFLASHINGTICS;
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target->momx = target->momy = target->momz = 0;
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target->momx = target->momy = target->momz = 0;
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}
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}
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if (damagetype == DMG_DROWNED) // drowned
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if (damagetype == DMG_DROWNED) // drowned
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