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Posted: Wed Feb 11, 2004 3:58 pm
by Graf Zahl
It seems my guesses about the cause of this were only partially correct. After fixing the stuff mentioned above it still didin't work. There's another problem. This is what I found with a little debugging:

AActor::DoSpecialDamage returns -1 if the player has the invulnerability powerup or MF2_INVULNERABLE. This is wrong if not in Hexen. In Doom and Heretic an invulnerable player gets the full thrust from the damage application. The damage itself is not applied but the code responsible for this check is still there in P_DamageMobj. For players in Doom and Heretic this function must always return 'damage'.

Posted: Wed Feb 11, 2004 5:10 pm
by Ixnatifual
I think it's when you use IDDQD that you don't get pushed when hit.

Posted: Thu Feb 12, 2004 3:21 pm
by Kuroshi
Nope, it happens either way, IDDQD, IDBEHOLDV, or grabbing an invulnerability sphere. At any rate, I wish Randy would get this fixed soon.