- Guess we don't need this FORCEPAIN check in PIT_CheckThing() anymore.

SVN r1945 (trunk)
This commit is contained in:
Randy Heit 2009-10-28 23:28:09 +00:00
parent e5d6256c2d
commit 059be338b4
1 changed files with 2 additions and 3 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);
}