And what do you want us to do? You're responsible for the infinite recursion here, not the game.
"There's the possibility someone could take damage here. Do you want them to? Yes / No / Let the game handle it"
> "BLOW EVERYONE UP"
"Okay, so ... there's the possibility someone could take damage here. Do you want them to? Yes / No / Let the game handle it"
> "BLOW EVERYONE UP"
"Uh, okay ... there's the possibility someone could take damage here. Do you want them to? Yes / No / Let the game handle it"
> "BLOW EVERYONE UP"
"..."
Et cetera.
Not like you couldn't just call P_DamageMobj yourself for the exact same result.
The problem here is, though, that unlike every other time you can do an infinite loop, the game detects it and throws a C Stack Overflow error. But Using this while hitting another player in match causes the game to hard lock, instead of throw a Lua error.
Detecting an infinite loop is impossible. If it's not throwing a stack overflow error, then I guess no stack overflow has occurred. I'm sure that if you wait long enough, it will eventually run out of memory and crash.
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