From 32e65ff11d9fc9578efb12ef8b490fb7c5237de1 Mon Sep 17 00:00:00 2001 From: Major Cooke Date: Tue, 12 Feb 2019 10:00:28 -0600 Subject: [PATCH] Pass the target as the source for active damage modifiers (i.e. PowerDamage) instead of the actual source. - Getting the victim would be impossible otherwise, and passing in the original source is redundant when there's already the owner. --- src/p_interaction.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 75e18fa370..6cd290c1ba 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -1143,7 +1143,7 @@ static int DamageMobj (AActor *target, AActor *inflictor, AActor *source, int da // Handle active damage modifiers (e.g. PowerDamage) if (damage > 0 && !(flags & DMG_NO_ENHANCE)) { - damage = source->GetModifiedDamage(mod, damage, false, inflictor, source, flags); + damage = source->GetModifiedDamage(mod, damage, false, inflictor, target, flags); } } // Handle passive damage modifiers (e.g. PowerProtection), provided they are not afflicted with protection penetrating powers.