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- Guess we don't need this FORCEPAIN check in PIT_CheckThing() anymore.
SVN r1945 (trunk)
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1 changed files with 2 additions and 3 deletions
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@ -1091,8 +1091,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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// Do damage
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damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
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if ((damage >= 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
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if (damage >= 0)
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{
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P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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if (damage > 0)
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@ -1112,7 +1111,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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}
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}
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}
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else if (damage < 0)
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else
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{
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P_GiveBody (thing, -damage);
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}
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