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.
LAXTELEFRAGDMG
Moderator: GZDoom Developers
- Major Cooke
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- Graf Zahl
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Re: LAXTELEFRAGDMG
Added mostly for the bug. What's the point of the flag?
Re: LAXTELEFRAGDMG
Why?Major Cooke wrote:Basically allows damage to be increased AND reduced
- Major Cooke
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Re: LAXTELEFRAGDMG
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.