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	<id>https://wiki.thedarkmod.com/index.php?action=history&amp;feed=atom&amp;title=Damage_Multiplier_for_Surfaces</id>
	<title>Damage Multiplier for Surfaces - Revision history</title>
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	<updated>2026-04-29T19:13:31Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Damage_Multiplier_for_Surfaces&amp;diff=1805&amp;oldid=prev</id>
		<title>Greebo at 13:38, 11 September 2006</title>
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		<updated>2006-09-11T13:38:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Original_Reference|Ishtvan|2974}}&lt;br /&gt;
&lt;br /&gt;
I don&amp;#039;t know if we&amp;#039;ll end up keeping this way of defining surfaces or if we&amp;#039;ll switch to a &amp;quot;surface map&amp;quot; image, but anyway for now, this is how you can have the surface alter the damage done:&lt;br /&gt;
&lt;br /&gt;
When projectiles hit a surface (and later when melee attacks hit a surface, but I don&amp;#039;t think it&amp;#039;s coded yet), it checks the following variable in the projectile def for what damage to do:&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;damage_mult_&amp;lt;surface type name&amp;gt;&amp;quot; &amp;quot;&amp;lt;value&amp;gt;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Without the &amp;quot;&amp;lt;&amp;gt;&amp;quot; of course. The surface type name must match exactly, all lowercase. It takes the value for that and multiplies it by the base amount of damage done by the projectile. Later we&amp;#039;ll randomize damage more, but this is how it works for now.&lt;br /&gt;
&lt;br /&gt;
[[Category:Editing]]&lt;br /&gt;
[[Category:Textures]]&lt;/div&gt;</summary>
		<author><name>Greebo</name></author>
	</entry>
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