Testing seems to show that lost soul charging attacks are not affected by "special effects" in the REJECT table.  Is there a place to see that in the code?  In A_SkullAttack, for example, the decision to charge doesn't create a new object or hitscan "traversal", and therefore seems to skip a lot of the usual intermediate steps one of which eventually calls P_CheckSight (where REJECT is used).    Ryan W 22:24, 24 September 2008 (UTC)