Don't apply blast effect unless drop also takes effect.
@@ -24856,8 +24856,8 @@ void checkdamageeffects(s_collision_attack *attack)
#define _dot_time attack->recursive->time
#define _dot_force attack->recursive->force
#define _dot_rate attack->recursive->rate
-#define _staydown0 attack->staydown.rise
-#define _staydown1 attack->staydown.riseattack
+#define _staydown_rise attack->staydown.rise
+#define _staydown_rise_attack attack->staydown.riseattack
entity *opp = self->opponent;
@@ -24938,12 +24938,13 @@ void checkdamageeffects(s_collision_attack *attack)
self->drop = 0;
}
- self->projectile = _blast;
-
if(self->drop)
{
- self->staydown.rise = _staydown0; //Staydown: Add to risetime until next rise.
- self->staydown.riseattack = _staydown1;
+ self->projectile = _blast;
+
+ // Staydown: Add to risetime until next rise.
+ self->staydown.rise = _staydown_rise;
+ self->staydown.riseattack = _staydown_rise_attack;
}
#undef _freeze
@@ -24959,8 +24960,8 @@ void checkdamageeffects(s_collision_attack *attack)
#undef _dot_time
#undef _dot_force
#undef _dot_rate
-#undef _staydown0
-#undef _staydown1
+#undef _staydown_rise
+#undef _staydown_rise_attack
}
void checkdamagedrop(s_collision_attack *attack)
