Pull Request
P_RadiusAttack, along with blasted touchy actors, will now be given a flag passed to the DamageMobj function: DMG_EXPLOSION.
This is useful for mod compatibility and effects. Currently there is no way to check if damage is resulting from an explosion or not without using damage types. But this introduces incompatibilities with other mods that are supposed to be allowed running with the project.
Projectile damage is one thing, but explosions are another. I'm trying to make a 'concussion' upgrade that allows any explosion to the monster(s) to possibly be stunned. However this can be played with vanilla, and if another mod replaces
Rocket, then it would be down to the developer of that mod to ensure their mods fall in compliance instead. This feature eliminates that need and ensures compatibility.
Furthermore, the use of damagetypes would necessitate more damagetype checking. This is a cumbersome aspect I wish to abolish.
Spoiler: Old Post
I think an explosion boolean or DMG_EXPLOSION flag can be assigned to radius damaging attacks in particular so we can have a bit more flexibility in regards to damage checking.
Why? I'd like to be able to check the damage of a projectile to see if it deals contact damage or not. Currently there is no way to do this yet without having to reassign the projectiles damage types just before the explosion occurs.
Seems to me a flag would be easiest; that way, should it ever be needed to fix something in the main P_DamageMobj function itself, it will already be set.