- P_DamageMobj() now returns the amount of damage actually done so that the bleed functions
can perform based on the amount of damage actually taken after all modifications are done to it. However, if the damage is canceled away, blood will still spawn for the original damage amount rather than the modified amount. SVN r4012 (trunk)
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26 changed files with 148 additions and 136 deletions
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@ -2806,8 +2806,8 @@ bool AActor::Slam (AActor *thing)
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if (!(flags2 & MF2_DORMANT))
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{
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int dam = GetMissileDamage (7, 1);
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P_DamageMobj (thing, this, this, dam, NAME_Melee);
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P_TraceBleed (dam, thing, this);
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int newdam = P_DamageMobj (thing, this, this, dam, NAME_Melee);
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P_TraceBleed (newdam > 0 ? newdam : dam, thing, this);
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// The charging monster may have died by the target's actions here.
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if (health > 0)
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{
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