correctly update active fire effect when NoBurnDecay changes

master
Maikel de Vries 2018-03-14 16:38:33 +01:00
parent 017960cbc2
commit f81d41ba84
1 changed files with 1 additions and 2 deletions

View File

@ -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)