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.
This commit is contained in:
lahm86 2024-11-02 16:32:21 +00:00
parent fc4fe988dd
commit 4a7f0ecd7e
3 changed files with 3 additions and 1 deletions

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@ -55,6 +55,7 @@
- fixed grenades launched at too slow speeds (#1760, regression from 0.3)
- fixed the dragon counting as more than one kill if allowed to revive (#1771)
- fixed a crash when firing grenades at Xian guards in statue form (#1561)
- fixed harpoon bolts damaging inactive enemies (#1804)
## [0.5](https://github.com/LostArtefacts/TRX/compare/afaf12a...tr2-0.5) - 2024-10-08
- added `/sfx` command

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@ -34,6 +34,7 @@ decompilation process. We recognize that there is much work to be done.
- fixed the ammo counter being hidden while a demo plays in NG+
- fixed the game hanging if exited during the level stats, credits, or final stats
- fixed a crash when firing grenades at Xian guards in statue form
- fixed harpoon bolts damaging inactive enemies
#### Statistics
- fixed the dragon counting as more than one kill if allowed to revive

View file

@ -84,7 +84,7 @@ void __cdecl HarpoonBolt_Control(const int16_t item_num)
if (target_item->object_id == O_WINDOW_1) {
SmashWindow(target_num);
} else {
if (target_obj->intelligent) {
if (target_obj->intelligent && target_item->status == IS_ACTIVE) {
DoLotsOfBlood(
item->pos.x, item->pos.y, item->pos.z, 0, 0, item->room_num,
5);