GitExl / WhackEd4

As a replacement for the DOS-based Dehacked, WhackEd4 allows you to load and edit Doom Dehacked files.
http://www.teamhellspawn.com/exl/whacked4
BSD 2-Clause "Simplified" License
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Cacodemon & Baron Damage set to "Zero" (the Projectiles are 5 & 10, Though) #33

Open NeophyteRonin opened 1 year ago

NeophyteRonin commented 1 year ago

Projectiles and Lost Souls have a billed damage value, but not Cacodemons, Barons, Knights, Demons, or Spectres whose melee damage rides on said value (an Imp's A_TroopAttack piggy-backs off Projectile Damage). Yet, those damage values, according to v1.30 Beta's listings, are all zero.

This affects all project formats--Doom 1.9 to to DEHEXTRA. In 1.2.4, which I use since 1.30 is touchy, the lists are "correct." I assume I can reset the values and hit save, but someone new to DEHACKED might not know the correct values or where to input them. Veterans may resent the extra drudgery. What would happen if a Melee Attack always deals zero? Would that do as instructed or outright crash the game?

It's a minor issue--boot up, new project, enter values, move on--either an oversight or deliberate to address something I haven't come across. Do you know why this is and, if so, whether to fix it in the next version?

GitExl commented 2 months ago

The Cacodemon and Baron both have "damage" set to 0 in the original Doom source release: https://github.com/id-Software/DOOM/blob/a77dfb96cb91780ca334d0d4cfd86957558007e0/linuxdoom-1.10/info.c#L1492C2-L1492C15

In that same source, A_TroopAttack does not derive damage from thing info, but just calculates a random value with damage = (P_Random()%8+1)*3;: https://github.com/id-Software/DOOM/blob/a77dfb96cb91780ca334d0d4cfd86957558007e0/linuxdoom-1.10/p_enemy.c#L924:

Is this behavior different in some source port that WhackEd supports?