Editing Talk:Rocket launcher

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:::Painchance is handled in P_DamageMobj () in p_inter.c.  This is the generic "hurt something" code which is called for all damage events.  I'm not aware of any situations in the game where multiple seperate damage events are combined into one painchance check.  For rocket splashes, P_RadiusAttack () from p_map.c calls P_DamageMobj individually for each splash it makes, and the direct hit is also a separate call.  BFG tracers and shotgun pellets also call P_DamageMobj individually for each one, even if many hit one target. [[User:Goyuken|Goyuken]] 05:14, 20 October 2007 (UTC)
 
:::Painchance is handled in P_DamageMobj () in p_inter.c.  This is the generic "hurt something" code which is called for all damage events.  I'm not aware of any situations in the game where multiple seperate damage events are combined into one painchance check.  For rocket splashes, P_RadiusAttack () from p_map.c calls P_DamageMobj individually for each splash it makes, and the direct hit is also a separate call.  BFG tracers and shotgun pellets also call P_DamageMobj individually for each one, even if many hit one target. [[User:Goyuken|Goyuken]] 05:14, 20 October 2007 (UTC)
 
::::Heh, I suppose that's why shooting a cyberdemon with an SSG makes him flinch more often than not (a Leukart-style calculation says 80% of the time), even though his pain chance is so low.    [[User:Ryan W|Ryan W]] 14:50, 23 April 2008 (UTC)
 

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