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Ophidian

9 bytes added, 02:53, 22 January 2010
m
fix formatting issue
#These tables assume that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], impact animations, backfire checks, and smoke trails are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as [[Sector#Vanilla Doom|flickering lights]]). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
#Hardcoded exception to [[infighting]] negates damage (excepting indirect damage caused by exploding puff pods).
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