diff --git a/docs/rh-log.txt b/docs/rh-log.txt index 77d5f674c..cb5b1cb09 100644 --- a/docs/rh-log.txt +++ b/docs/rh-log.txt @@ -1,4 +1,5 @@ October 28, 2009 +- Fixed: 0 damage projectiles did not call P_DamageMobj. - Fixed: Do not exit P_DamageMobj early if damage is 0, so we can still get the side effects from it. PainThreshold also needs to be inclusive, as the docs already state. diff --git a/src/p_map.cpp b/src/p_map.cpp index de3653a0e..35e512c04 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -1092,7 +1092,7 @@ bool PIT_CheckThing (AActor *thing, FCheckPosition &tm) // Do damage damage = tm.thing->GetMissileDamage ((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1); // [GZ] If MF6_FORCEPAIN is set, we need to call P_DamageMobj even if damage is 0! - if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN)) + if ((damage >= 0) || (tm.thing->flags6 & MF6_FORCEPAIN)) { P_DamageMobj (thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType); if (damage > 0)