From 6d4a3243b76cfabe48edc9bdb2af1827352cd3fc Mon Sep 17 00:00:00 2001 From: carnivoroussociety <38839485+carnivoroussociety@users.noreply.github.com> Date: Thu, 19 Aug 2021 22:18:52 +1000 Subject: [PATCH] Lower flame damage if using accurate clipmove The eduke clipmove will cause a higher hit %, lower all flame damage from 8->3 to compensate with overall higher sprite hit result --- source/games/blood/src/actor.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index adcd4688a..c2e7f23d3 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -4078,7 +4078,11 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) evPost(actorHit, 0, kCallbackFXFlameLick); actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2); - actDamageSprite(missileOwner, actorHit, kDamageBurn, 8); + const bool reduceSprayDamage = !cl_bloodvanillaexplosions && !VanillaMode() && !DemoRecordStatus(); + int nDamage = 8; + if (reduceSprayDamage) // reduce flame damage if using improved clipmove mode (higher hit rate) + nDamage = 3; + actDamageSprite(missileOwner, actorHit, kDamageBurn, nDamage); } break;