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- Fixed: 0 damage projectiles did not call P_DamageMobj.
SVN r1944 (trunk)
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2 changed files with 2 additions and 1 deletions
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@ -1,4 +1,5 @@
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October 28, 2009
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October 28, 2009
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- Fixed: 0 damage projectiles did not call P_DamageMobj.
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- Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get
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- Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get
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the side effects from it. PainThreshold also needs to be inclusive, as
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the side effects from it. PainThreshold also needs to be inclusive, as
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the docs already state.
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the docs already state.
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@ -1092,7 +1092,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm)
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// Do damage
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// Do damage
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damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
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// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
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// [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0!
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if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
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if ((damage >= 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
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{
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{
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P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
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if (damage > 0)
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if (damage > 0)
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