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Crimson Wizard
RambOrc
Firebrand
Crimson Wizard
Firebrand
Crimson Wizard
Crimson Wizard
Firebrand
Crimson Wizard
Crimson Wizard
RambOrc
Firebrand
Crimson Wizard
// missiles can hit other things if (bMissile) { if (bRip && !Other.bDontRip) { <...> damage = GetMissileDamage(3, 2); <...> return true; } <...> damage = GetMissileDamage(bStrifeDamage ? 3 : 7, 1);EntityEx.Misc::GetMissileDamage:
int GetMissileDamage(int Mask, int Add) { if (!MissileDamage) { return 0; } if (!Mask) { return Add * MissileDamage; } return ((P_Random() & Mask) + Add) * MissileDamage; }For Ripping missiles (with bRip flag) GetMissileDamage is called with Mask = 3 and Add = 2. For non-ripping missiles with bStrifeDamage GetMissileDamage is called with Mask = 3, for all others Mask = 7. Regarding Korax Arena, final formulas are: [list:17z5mtah]- for Ripping projectiles: damage = ((P_Random() & 3) + 2) * MissileDamage; - for common projectiles: damage = ((P_Random() & 7) + 1) * MissileDamage; [/list:u:17z5mtah] That is, correspondingly: ( 2 to 5 ) * MissileDamage ( 1 to 8 ) * MissileDamage.
Crimson Wizard
Firebrand
Crimson Wizard
Firebrand
Firebrand
Crimson Wizard
Firebrand
Crimson Wizard
Firebrand