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INotifyDamage.Damaged should pass the actual damage delivered instead of the potential damage. #14310

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GraionDilach opened this issue Nov 7, 2017 · 1 comment
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@GraionDilach
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Currently the clamping only happens on the result hitpoints instead of the damage amount, while clamping the latter would allow to use the interface for lifesteal (thirdparty) logics.

@GraionDilach GraionDilach changed the title INotifyDamage:damaged should pass the actual damage delivered instead of the potential damage. INotifyDamage.Damaged should pass the actual damage delivered instead of the potential damage. Nov 7, 2017
@Unit158
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Unit158 commented Nov 11, 2017

Voodoo mechanics might be a cool feature too.

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