- Fixed: 0 damage projectiles did not call P_DamageMobj.

SVN r1944 (trunk)
This commit is contained in:
Randy Heit 2009-10-28 23:25:27 +00:00
parent df317801bf
commit e5d6256c2d
2 changed files with 2 additions and 1 deletions

View file

@ -1,4 +1,5 @@
October 28, 2009
- Fixed: 0 damage projectiles did not call P_DamageMobj.
- Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get
the side effects from it. PainThreshold also needs to be inclusive, as
the docs already state.

View file

@ -1092,7 +1092,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
// Do damage
damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
if ((damage >= 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
{
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
if (damage > 0)