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- use modulo, not bitwise and-ing to check the damage delay for terra…
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…in based damage.

This was apparently overlooked when refactoring the damage system 4 years ago.
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coelckers committed Jun 2, 2020
1 parent 96cf16c commit c48fa81
Showing 1 changed file with 1 addition and 1 deletion.
2 changes: 1 addition & 1 deletion src/playsim/p_spec.cpp
Expand Up @@ -625,7 +625,7 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType)
auto Level = player->mo->Level;

if (Terrains[floorType].DamageAmount &&
!(Level->time & Terrains[floorType].DamageTimeMask))
!(Level->time % (Terrains[floorType].DamageTimeMask+1)))
{
AActor *ironfeet = NULL;

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