[Already In] A_Detonate takes DamageType into consideration

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Re: A_Detonate takes DamageType into consideration

Postby ChronoSeth » Fri Jun 29, 2012 7:13 am

IIRC it's because projectiles always have the shooter as their "target", and A_Explode assumes that whatever is calling it is a projectile.
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Re: A_Detonate takes DamageType into consideration

Postby Graf Zahl » Fri Jun 29, 2012 2:13 pm

The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions. As a result the barrel will lose its own damage type. This is an inherent limitation of how Doom works. Sorry about it.
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Re: A_Detonate takes DamageType into consideration

Postby Ghastly_dragon » Sat Jun 30, 2012 8:10 am

Graf Zahl wrote:The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions.
Oh, wow, so this is how we get damagetype-specific pain and death states; it simply checks the actor's current damagetype before before jumping to the related state? Some things are making more sense now. :P
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Re: A_Detonate takes DamageType into consideration

Postby Kyle873 » Sun Jul 01, 2012 1:40 pm

Graf Zahl wrote:The real problem here is that any damaging attack transfers its damage type to its victim. This is needed to handle damage type specific actions. As a result the barrel will lose its own damage type. This is an inherent limitation of how Doom works. Sorry about it.


Ok that makes a lot more sense then, thanks for clearing that one up.
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Re: A_Detonate takes DamageType into consideration

Postby Graf Zahl » Mon Jul 02, 2012 1:55 am

... and btw, A_Detonate does take DamageType into consideration, so this suggestion won't cure any of the perceived problems.
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