From f03fee7eca5b1b9256e403c23c30a806484297e3 Mon Sep 17 00:00:00 2001 From: Kp Date: Sat, 4 Mar 2017 22:25:54 +0000 Subject: [PATCH] Fix ordering of boss weapon collision test Reported-by: ryusei117 Fixes: 1f929796c3ad9d348e46f3ed27e0673b77594c83 ("Fix excess fusion reflection") --- similar/main/collide.cpp | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/similar/main/collide.cpp b/similar/main/collide.cpp index 5dc41accc..eb869e93b 100644 --- a/similar/main/collide.cpp +++ b/similar/main/collide.cpp @@ -1726,14 +1726,12 @@ static void collide_robot_and_weapon(const vobjptridx_t robot, const vobjptridx obj_attach(robot,expl_obj); } - if ( #if defined(DXX_BUILD_DESCENT_II) - damage_flag == boss_weapon_collision_result::normal && + if (damage_flag == boss_weapon_collision_result::normal) #endif - robptr->exp1_sound_num > -1) - digi_link_sound_to_pos(robptr->exp1_sound_num, vcsegptridx(robot->segnum), 0, collision_point, 0, F1_0); - { + if (robptr->exp1_sound_num > -1) + digi_link_sound_to_pos(robptr->exp1_sound_num, vcsegptridx(robot->segnum), 0, collision_point, 0, F1_0); fix damage = weapon->shields; damage = fixmul(damage, weapon->ctype.laser_info.multiplier);