Talk:Rocket launcher

788 bytes added, 14:50, 23 April 2008
Re: pain chance is part of P_DamageMobj
also, has anyone ever noticed that projectiles which graze you seem to do less damage than those that hit you square in the face? or am i just imagining things?
:The individual talk pages are there for a reason. Anyway, I'm sure the splash and direct damage are done seperately. And the projectile thing is probabally a coincedence since the only reason projectiles of the same type do different damage is because of a random chance. -- [[User:TheDarkArchon|TheDarkArchon]] 21:46, 13 Jan 2006 (UTC)
::It seems like it would be computationally more efficient to check for pain at the end of each tic, not every time a blow landed (especially since the "staggering" animation takes up multiple frames).  Coming from me, of course, that's just a guess, because I can never really tell what's going on in the source code.  But [[Doom#History and development|one does hear certain stories]] about how many things id had to do to shave clock cycles, so that their opus would actually run on a [ 386].     [[User:Ryan W|Ryan W]] 23:32, 13 Jan 2006 (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)