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- small oversight: TakeSpecialDamage must be called if damage is 0 (to do the special death state checks) but it may not be called if damage is already -1, because that means that damage and pain have already been ruled out completely.
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@ -1094,7 +1094,7 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
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}
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}
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if (damage > 0)
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if (damage >= 0)
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{
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damage = target->TakeSpecialDamage(inflictor, source, damage, mod);
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}
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