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- changed PhosphorousFire.DoSpecialDamage to match SVE's handling:
* Everything with a damage factor for fire only uses that. * Everything that bleeds takes half damage * Robots take quarter damage.
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1 changed files with 9 additions and 2 deletions
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@ -244,11 +244,18 @@ class PhosphorousFire : Actor
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override int DoSpecialDamage (Actor target, int damage, Name damagetype)
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{
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// This may look a bit weird but is the same as in SVE:
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// For the bosses, only their regular 0.5 damage factor for fire applies.
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let firedamage = target.ApplyDamageFactor('Fire', damage);
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if (firedamage != damage) return damage; // if the target has a factor, do nothing here. The factor will be applied elsewhere.
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// For everything else damage is halved, for robots quartered.
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damage >>= 1;
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if (target.bNoBlood)
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{
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return damage / 2;
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damage >>= 1;
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}
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return Super.DoSpecialDamage (target, damage, damagetype);
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return damage;
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}
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// This function is mostly redundant and only kept in case some mod references it.
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