From c11f1a7fdc3233ba6697ed5b6744c1dfa1b9f82a Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Sun, 1 Feb 2009 09:11:05 +0000 Subject: [PATCH] - Fixed: The damage factor for 'normal' damage is supposed to be applied to all damage types that don't have a specific damage factor. SVN r1388 (trunk) --- docs/rh-log.txt | 4 ++++ src/p_interaction.cpp | 1 + 2 files changed, 5 insertions(+) diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 3766ae7ed..f8fd017ec 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,3 +1,7 @@ +February 2, 2009 (Changes by Graf Zahl) +- Fixed: The damage factor for 'normal' damage is supposed to be applied to + all damage types that don't have a specific damage factor. + January 31, 2009 - Changed FMOD init() to allocate some virtual channels. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. diff --git a/src/p_interaction.cpp b/src/p_interaction.cpp index 5f594870d..47f80e63d 100644 --- a/src/p_interaction.cpp +++ b/src/p_interaction.cpp @@ -957,6 +957,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage if (df != NULL) { fixed_t * pdf = df->CheckKey(mod); + if (pdf== NULL && mod != NAME_None) pdf = df->CheckKey(NAME_None); if (pdf != NULL) { damage = FixedMul(damage, *pdf);