[Won't change] ModifyDamage to 0 has side effects of non-zero damage

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ModifyDamage to 0 has side effects of non-zero damage

Postby Kzer-Za » Thu Dec 16, 2021 3:14 pm

I'm not sure it's bugs, but it looks like at least unexpected behavior:

When you change the damage via item with ModifyDamage function so that the newdamage = 0:

1. Blood is still spawned.

2. If the damage was done by an explosion, the victim is still thrust the same distance as if it was thrust by the original amount of damage.
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Joined: 20 Aug 2017
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Graphics Processor: nVidia (Modern GZDoom)

Re: ModifyDamage to 0 has side effects of non-zero damage

Postby Blue Shadow » Sat Dec 18, 2021 1:54 am

Kzer-Za wrote:Blood is still spawned.

Even though the damage was reduced to 0, the game doesn't consider the actor invulnerable, so blood still spawns (invulnerable actors don't bleed).

If the damage was done by an explosion, the victim is still thrust the same distance as if it was thrust by the original amount of damage.

There is thrust from damage, and thrust from the explosion itself (the shock wave). What you experience there is the latter.
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Joined: 14 Nov 2010
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Re: ModifyDamage to 0 has side effects of non-zero damage

Postby Graf Zahl » Sat Dec 18, 2021 3:46 am

We are surely not going to change this stuff. Trying so has led to more serious problems in the past.
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Graf Zahl
Lead GZDoom+Raze Developer
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Re: ModifyDamage to 0 has side effects of non-zero damage

Postby Kzer-Za » Sat Dec 18, 2021 9:40 am

Okay, thanks for the explanation.
Kzer-Za
 
Joined: 20 Aug 2017
Operating System: Other Linux 64-bit
Graphics Processor: nVidia (Modern GZDoom)


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