- 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)
This commit is contained in:
Christoph Oelckers 2009-02-01 09:11:05 +00:00
parent 07a2da40f1
commit c11f1a7fdc
2 changed files with 5 additions and 0 deletions

View file

@ -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 January 31, 2009
- Changed FMOD init() to allocate some virtual channels. - Changed FMOD init() to allocate some virtual channels.
- Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test. - Fixed clipping in D3DFB::DrawTextureV() for good by using a scissor test.

View file

@ -957,6 +957,7 @@ void P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage
if (df != NULL) if (df != NULL)
{ {
fixed_t * pdf = df->CheckKey(mod); fixed_t * pdf = df->CheckKey(mod);
if (pdf== NULL && mod != NAME_None) pdf = df->CheckKey(NAME_None);
if (pdf != NULL) if (pdf != NULL)
{ {
damage = FixedMul(damage, *pdf); damage = FixedMul(damage, *pdf);