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tr2/objects/harpoon_bolt: test target item status
This tests that a target item for a harpoon bolt is a fully activated creature. Resolves #1804.
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3 changed files with 3 additions and 1 deletions
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@ -55,6 +55,7 @@
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- fixed grenades launched at too slow speeds (#1760, regression from 0.3)
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- fixed the dragon counting as more than one kill if allowed to revive (#1771)
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- fixed a crash when firing grenades at Xian guards in statue form (#1561)
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- fixed harpoon bolts damaging inactive enemies (#1804)
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## [0.5](https://github.com/LostArtefacts/TRX/compare/afaf12a...tr2-0.5) - 2024-10-08
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- added `/sfx` command
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@ -34,6 +34,7 @@ decompilation process. We recognize that there is much work to be done.
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- fixed the ammo counter being hidden while a demo plays in NG+
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- fixed the game hanging if exited during the level stats, credits, or final stats
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- fixed a crash when firing grenades at Xian guards in statue form
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- fixed harpoon bolts damaging inactive enemies
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#### Statistics
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- fixed the dragon counting as more than one kill if allowed to revive
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@ -84,7 +84,7 @@ void __cdecl HarpoonBolt_Control(const int16_t item_num)
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if (target_item->object_id == O_WINDOW_1) {
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SmashWindow(target_num);
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} else {
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if (target_obj->intelligent) {
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if (target_obj->intelligent && target_item->status == IS_ACTIVE) {
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DoLotsOfBlood(
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item->pos.x, item->pos.y, item->pos.z, 0, 0, item->room_num,
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5);
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