mirror of
https://github.com/ZDoom/qzdoom.git
synced 2025-03-17 08:21:28 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
8995eb8c5d
1 changed files with 9 additions and 2 deletions
|
@ -244,11 +244,18 @@ class PhosphorousFire : Actor
|
|||
|
||||
override int DoSpecialDamage (Actor target, int damage, Name damagetype)
|
||||
{
|
||||
// This may look a bit weird but is the same as in SVE:
|
||||
// For the bosses, only their regular 0.5 damage factor for fire applies.
|
||||
let firedamage = target.ApplyDamageFactor('Fire', damage);
|
||||
if (firedamage != damage) return damage; // if the target has a factor, do nothing here. The factor will be applied elsewhere.
|
||||
|
||||
// For everything else damage is halved, for robots quartered.
|
||||
damage >>= 1;
|
||||
if (target.bNoBlood)
|
||||
{
|
||||
return damage / 2;
|
||||
damage >>= 1;
|
||||
}
|
||||
return Super.DoSpecialDamage (target, damage, damagetype);
|
||||
return damage;
|
||||
}
|
||||
|
||||
// This function is mostly redundant and only kept in case some mod references it.
|
||||
|
|
Loading…
Reference in a new issue