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authorJames Haley2013-03-02 21:37:54 +0000
committerJames Haley2013-03-02 21:37:54 +0000
commit93a2cca2c99b9a792a318eca671b1c0d06e6b448 (patch)
tree651b221b5949b6d786ef8dc11a56ab2561bb4468
parente2db7d3676a144ed07369eeb3d6278184654d8e6 (diff)
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Big bug fix: player->damage is not capped on the low end to 0 in
P_DamageMobj. This means you *do* have to heal negative damage when auto-using inventory, and is why telefrags can still insta-kill you in vanilla - they were NOT doing so previously. Subversion-branch: /branches/v2-branch Subversion-revision: 2563
-rw-r--r--src/strife/p_inter.c6
1 files changed, 4 insertions, 2 deletions
diff --git a/src/strife/p_inter.c b/src/strife/p_inter.c
index b6138f32..bd56cbed 100644
--- a/src/strife/p_inter.c
+++ b/src/strife/p_inter.c
@@ -1288,8 +1288,10 @@ void P_DamageMobj(mobj_t* target, mobj_t* inflictor, mobj_t* source, int damage)
damage -= saved;
}
player->health -= damage; // mirror mobj health here for Dave
- if(player->health < 0)
- player->health = 0;
+
+ // [STRIFE] haleyjd 20130302: bug fix - this is *not* capped here.
+ //if(player->health < 0)
+ // player->health = 0;
player->attacker = source;
player->damagecount += damage; // add damage after armor / invuln