- Fixed: Projectile impacts never called P_DamageMobj when damage was 0 without the CAUSEPAIN flag.

This commit is contained in:
MajorCooke 2015-03-25 14:19:50 -05:00
commit f161c0c501
2 changed files with 7 additions and 7 deletions

View file

@ -1288,7 +1288,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
// Do damage
damage = tm.thing->GetMissileDamage((tm.thing->flags4 & MF4_STRIFEDAMAGE) ? 3 : 7, 1);
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN))
if ((damage > 0) || (tm.thing->flags6 & MF6_FORCEPAIN) || (tm.thing->flags7 & MF7_CAUSEPAIN))
{
int newdam = P_DamageMobj(thing, tm.thing, tm.thing->target, damage, tm.thing->DamageType);
if (damage > 0)