Execute correct actor script on projectile collision
@@ -65,8 +65,8 @@ void projectiles_update() __nonbanked {
actor_t *hit_actor = actor_overlapping_bb(&projectile->def.bounds, &projectile->pos, NULL, FALSE);
if (hit_actor && (hit_actor->collision_group & projectile->def.collision_mask)) {
// Hit! - Fire collision script here
- if (hit_actor->script.bank) {
- script_execute(hit_actor->script.bank, hit_actor->script.ptr, 0, 0);
+ if (hit_actor->script_hit1.bank) {
+ script_execute(hit_actor->script_hit1.bank, hit_actor->script_hit1.ptr, 0, 1, (UWORD)(projectile->def.collision_group));
}
// Remove projectile
