Fix broken P_RingDamage bug from c6c4ab7c

Accidentally snipped too much out of
P_DamageMobj's subfunctions...
This commit is contained in:
Yukita Mayako 2015-05-27 06:43:24 -04:00
parent 1c1acb9f0e
commit 7118925959

View file

@ -2716,6 +2716,13 @@ static void P_ShieldDamage(player_t *player, mobj_t *inflictor, mobj_t *source,
static void P_RingDamage(player_t *player, mobj_t *inflictor, mobj_t *source, INT32 damage, UINT8 damagetype)
{
P_DoPlayerPain(player, source, inflictor);
P_ForceFeed(player, 40, 10, TICRATE, 40 + min(damage, 100)*2);
if ((source && source->type == MT_SPIKE) || damagetype == DMG_SPIKE) // spikes
S_StartSound(player->mo, sfx_spkdth);
if (source && source->player && !player->powers[pw_super]) //don't score points against super players
{
// Award no points when players shoot each other when cv_friendlyfire is on.