Update to ZDoom r1947:

- Added Gez's patch for IWAD detection of Blasphemer and Action Doom 2.
- 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.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@583 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2009-10-29 06:43:20 +00:00
parent 83bc5817e1
commit 9e2ef91806
7 changed files with 57 additions and 24 deletions

View file

@ -1091,8 +1091,7 @@ 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)
{
P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
if (damage > 0)
@ -1112,7 +1111,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
}
}
}
else if (damage < 0)
else
{
P_GiveBody (thing, -damage);
}