commit 93a2cca2c99b9a792a318eca671b1c0d06e6b448
Author: James Haley <haleyjd@hotmail.com>
AuthorDate: Sat Mar 2 21:37:54 2013 +0000
Commit: James Haley <haleyjd@hotmail.com>
CommitDate: Sat Mar 2 21:37:54 2013 +0000
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
---
src/strife/p_inter.c | 6 ++++--
1 file 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