Inventory damage needs multiplying first

This commit is contained in:
Edward Richardson 2014-11-20 22:12:16 +13:00
parent 99b2cfa147
commit e303833e5f

View file

@ -1069,11 +1069,11 @@ int P_DamageMobj (AActor *target, AActor *inflictor, AActor *source, int damage,
{ {
int olddam = damage; int olddam = damage;
damage = FixedMul(damage, source->DamageMultiply);
if (source->Inventory != NULL) if (source->Inventory != NULL)
{ {
source->Inventory->ModifyDamage(olddam, mod, damage, false); source->Inventory->ModifyDamage(olddam, mod, damage, false);
} }
damage = FixedMul(damage, source->DamageMultiply);
if (olddam != damage && damage <= 0) if (olddam != damage && damage <= 0)
{ // Still allow FORCEPAIN { // Still allow FORCEPAIN