LAXTELEFRAGDMG

Moderator: GZDoom Developers

Post Reply
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

LAXTELEFRAGDMG

Post by Major Cooke »

Pull request.

Basically allows damage to be increased AND reduced, but still foils invulnerability regardless if the original damage was that magical number or more.

Also fixes an inconsistency: Damage was processed after monster invulnerability, and before player god/buddha/invul checks + monster buddha checks. This means if a damage was amplified, either by the source or the victim, they'd still cause damage despite it not exactly being intended for a million or more points.

But if the true desire was to have it foil invulnerability after the damage is processed, it's still inconsistent because the damagefactors/types aren't taken into account by invulnerable monsters unless the raw damage is a million or more. Whichever way this goes, it's bugged as it is.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49067
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: LAXTELEFRAGDMG

Post by Graf Zahl »

Added mostly for the bug. What's the point of the flag?
Gez
 
 
Posts: 17835
Joined: Fri Jul 06, 2007 3:22 pm

Re: LAXTELEFRAGDMG

Post by Gez »

Major Cooke wrote:Basically allows damage to be increased AND reduced
Why?
User avatar
Major Cooke
Posts: 8175
Joined: Sun Jan 28, 2007 3:55 pm
Preferred Pronouns: He/Him
Location: QZDoom Maintenance Team

Re: LAXTELEFRAGDMG

Post by Major Cooke »

Because I want a monster that's telefraggable, which can be telestomped a certain number of times before it finally dies, so I have to mitigate the damage somehow while leaving it perfectly vulnerable to everything else. At first it was possible before the P_DamageMobj review, and then it wasn't, so this flag restores that functionality.
Post Reply

Return to “Closed Feature Suggestions [GZDoom]”