From 6fec4e851159429e31f9f2e01d32e2c5642b82df Mon Sep 17 00:00:00 2001 From: Shadooow Date: Sat, 26 Jun 2021 06:30:53 +0000 Subject: [PATCH] fix: flares will no longer explode when delayed but make light git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@9108 3b4a5df2-a311-0410-b5c6-a8a6f20db521 --- TileEngine/Explosion Control.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/TileEngine/Explosion Control.cpp b/TileEngine/Explosion Control.cpp index 4569ef95..b1d570b2 100644 --- a/TileEngine/Explosion Control.cpp +++ b/TileEngine/Explosion Control.cpp @@ -3997,7 +3997,7 @@ void HandleExplosionQueue( void ) CallAvailableEnemiesTo( sGridNo ); //RemoveItemFromPool( sGridNo, gWorldBombs[ uiWorldBombIndex ].iItemIndex, 0 ); } - else if ( (*pObj)[0]->data.misc.usBombItem == TRIP_FLARE ) + else if ( (*pObj)[0]->data.misc.usBombItem == TRIP_FLARE || Item[pObj->usItem].flare) { // sevenfm: changed pObj->usItem to Item[pObj->usItem].ubClassIndex as it should be correct explosives index // NewLightEffect( sGridNo, (UINT8)Explosive[pObj->usItem].ubDuration, (UINT8)Explosive[pObj->usItem].ubStartRadius );