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Fix A_SpawnObject not transferring pointers as intended if called in a missile's death state
Fixes #235
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@ -2767,10 +2767,10 @@ void A_SpawnObject(mobj_t *actor)
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mo->momz = vel_z;
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// if spawned object is a missile, set target+tracer
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if (mo->flags & (MF_MISSILE | MF_BOUNCES))
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if (mo->info->flags & (MF_MISSILE | MF_BOUNCES))
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{
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// if spawner is also a missile, copy 'em
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if (actor->flags & (MF_MISSILE | MF_BOUNCES))
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if (actor->info->flags & (MF_MISSILE | MF_BOUNCES))
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{
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P_SetTarget(&mo->target, actor->target);
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P_SetTarget(&mo->tracer, actor->tracer);
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