Fix ordering of boss weapon collision test
Reported-by: ryusei117 <https://github.com/dxx-rebirth/dxx-rebirth/issues/332>
Fixes: 1f929796c3
("Fix excess fusion reflection")
This commit is contained in:
parent
986c76e00f
commit
f03fee7eca
|
@ -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);
|
||||
|
|
Loading…
Reference in a new issue