From 90ea8968140163e8c5c355975d7afc4b327ceacb Mon Sep 17 00:00:00 2001 From: Maikel de Vries Date: Wed, 14 Mar 2018 16:38:33 +0100 Subject: [PATCH] correctly update active fire effect when NoBurnDecay changes --- planet/System.ocg/Fire.c | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/planet/System.ocg/Fire.c b/planet/System.ocg/Fire.c index bbe6fe676..2f147c22f 100644 --- a/planet/System.ocg/Fire.c +++ b/planet/System.ocg/Fire.c @@ -201,7 +201,6 @@ global func FxFireStart(object target, proplist effect, int temp, int caused_by, effect.caused_by = caused_by; // used in C4Object::GetFireCause and timer! <- fixme? effect.blasted = blasted; effect.incinerating_obj = incinerating_object; - effect.no_burn_decay = target.NoBurnDecay; // store fire particles effect.smoke = @@ -451,7 +450,7 @@ global func FxFireTimer(object target, proplist effect, int time) if ((time*10) % 120 <= effect.strength) { target->DoDamage(2, FX_Call_DmgFire, effect.caused_by); - if (target && !Random(2) && !effect.no_burn_decay) + if (target && !Random(2) && !target.NoBurnDecay) { target->DoCon(-1); if (target)