I see the arch-vile attack does damage twice: 20 damage points directly and 70 damage points radius damage from the fire position center, like explosion of the fire.
Chocolate Doom code:
void A_VileAttack (mobj_t* actor)
{
mobj_t* fire;
int an;
if (!actor->target)
return;
A_FaceTarget (actor);
if (!P_CheckSight (actor, actor->target) )
return;
S_StartSound (actor, sfx_barexp);
P_DamageMobj (actor->target, actor, actor, 20);
actor->target->momz = 1000*FRACUNIT/actor->target->info->mass;
an = actor->angle >> ANGLETOFINESHIFT;
fire = actor->tracer;
if (!fire)
return;
// move the fire between the vile and the player
fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]);
fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]);
P_RadiusAttack (fire, actor, 70 );
}
But in the unchanged DeHackEd data the Arch-Vile attack damage is 0 (unlike Imp fireball having 3 base damage, Caco fireball having 5...)
Where is that DeHackEd value from Arch-Vile damage applied?
Question
SoDOOManiac
I see the arch-vile attack does damage twice: 20 damage points directly and 70 damage points radius damage from the fire position center, like explosion of the fire.
Chocolate Doom code:
void A_VileAttack (mobj_t* actor) { mobj_t* fire; int an; if (!actor->target) return; A_FaceTarget (actor); if (!P_CheckSight (actor, actor->target) ) return; S_StartSound (actor, sfx_barexp); P_DamageMobj (actor->target, actor, actor, 20); actor->target->momz = 1000*FRACUNIT/actor->target->info->mass; an = actor->angle >> ANGLETOFINESHIFT; fire = actor->tracer; if (!fire) return; // move the fire between the vile and the player fire->x = actor->target->x - FixedMul (24*FRACUNIT, finecosine[an]); fire->y = actor->target->y - FixedMul (24*FRACUNIT, finesine[an]); P_RadiusAttack (fire, actor, 70 ); }
But in the unchanged DeHackEd data the Arch-Vile attack damage is 0 (unlike Imp fireball having 3 base damage, Caco fireball having 5...)
Where is that DeHackEd value from Arch-Vile damage applied?
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