Don't apply whip hitlag when damage fails

This commit is contained in:
Antonio Martinez 2025-10-30 21:09:02 -04:00
parent 09a2c8783a
commit c21f2a41b2

View file

@ -1039,7 +1039,10 @@ boolean K_InstaWhipCollide(mobj_t *shield, mobj_t *victim)
} }
// if you're here, you're getting hit // if you're here, you're getting hit
P_DamageMobj(victim, shield, attacker, 1, DMG_WHUMBLE); boolean hit = P_DamageMobj(victim, shield, attacker, 1, DMG_WHUMBLE);
if (!hit)
return false;
K_DropPowerUps(victimPlayer); K_DropPowerUps(victimPlayer);
@ -1107,9 +1110,11 @@ boolean K_InstaWhipCollide(mobj_t *shield, mobj_t *victim)
} }
else else
{ {
P_DamageMobj(victim, shield, attacker, 1, DMG_NORMAL); if (P_DamageMobj(victim, shield, attacker, 1, DMG_NORMAL))
K_AddHitLag(attacker, attackerHitlag, false); {
shield->hitlag = attacker->hitlag; K_AddHitLag(attacker, attackerHitlag, false);
shield->hitlag = attacker->hitlag;
}
return true; return true;
} }
} }