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
This commit is contained in:
Shadooow
2021-06-26 06:30:53 +00:00
parent db6727b2d7
commit 6fec4e8511
+1 -1
View File
@@ -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 );