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Pass the target as the source for active damage modifiers (i.e. PowerDamage) instead of the actual source.
- Getting the victim would be impossible otherwise, and passing in the original source is redundant when there's already the owner.
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@ -1143,7 +1143,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da
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// Handle active damage modifiers (e.g. PowerDamage)
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if (damage > 0 && !(flags & DMG_NO_ENHANCE))
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{
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damage = source->GetModifiedDamage(mod, damage, false, inflictor, source, flags);
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damage = source->GetModifiedDamage(mod, damage, false, inflictor, target, flags);
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}
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}
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// Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.
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