- Fixed: Projectile impacts never called P_DamageMobj when damage was 0 without the CAUSEPAIN flag.
This commit is contained in:
parent
890fb39d25
commit
f161c0c501
2 changed files with 7 additions and 7 deletions
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue