ModifyDamage to 0 has side effects of non-zero damage

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Kzer-Za
Posts: 521
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

ModifyDamage to 0 has side effects of non-zero damage

Post by Kzer-Za »

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.
Blue Shadow
Posts: 5043
Joined: Sun Nov 14, 2010 12:59 am

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

Post by Blue Shadow »

Kzer-Za wrote:Blood is still spawned.
Even though the damage was reduced to 0, the game doesn't consider the actor [wiki=Actor_flags#INVULNERABLE]invulnerable[/wiki], 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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Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
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Re: ModifyDamage to 0 has side effects of non-zero damage

Post by Graf Zahl »

We are surely not going to change this stuff. Trying so has led to more serious problems in the past.
Kzer-Za
Posts: 521
Joined: Sat Aug 19, 2017 11:52 pm
Graphics Processor: nVidia (Modern GZDoom)

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

Post by Kzer-Za »

Okay, thanks for the explanation.
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