- DoSpecialDamage was formerly called for any damage value, removed check for 'damage > 0' to restore original behavior.

This commit is contained in:
Christoph Oelckers 2015-03-27 11:50:27 +01:00
parent 375c0ac736
commit c78b9235a8

View file

@ -1065,7 +1065,6 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
return -1;
}
}
if (damage > 0)
damage = inflictor->DoSpecialDamage (target, damage, mod);
if ((damage == -1) && (target->player == NULL)) //This isn't meant for the player.