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Add some P_MobjWasRemoved checks around code that shrink touches

colette requested to merge shrink-removed-checks into next

It's the only place in the vanilla game where K_DropItems is called that isn't from a direct collision with the player it's being called on. It's also a syncfail that doesn't happen anywhere else, and I saw my sync state appear to get slightly corrupted when it happened. Let's see if this fixes anything...

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