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- fixed: P_RadiusAttack should not call P_DamageMobj for a damage value of 0.
This could happen if the damage calculations resulted in a value between 0 and 1, which for the actual check was multiplied with the damage parameter of P_RadiusAttack which inflated the fractional value to something that looked like actual damage but was later truncated.
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@ -5363,7 +5363,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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points *= thing->GetClass()->RDFactor / (float)FRACUNIT;
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points *= thing->GetClass()->RDFactor / (float)FRACUNIT;
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// points and bombdamage should be the same sign
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// points and bombdamage should be the same sign
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if (((points * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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if (((int(points) * bombdamage) > 0) && P_CheckSight(thing, bombspot, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to damage; target is in direct path
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{ // OK to damage; target is in direct path
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double vz;
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double vz;
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double thrust;
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double thrust;
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