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So in PR #294, I made 0-damage beams call the damage-applying code so they could be used to TAG things. The way I did this was I removed the do_damage check from the conditional before the switch block that handles beams damaging things. This was a horrible mistake. do_damage was set to 0 if a beam dealt <= 0 damage, but before that, it would only be set to 1 if the damage timestamp had elapsed. Removing the do_damage check caused damaging beams to deal damage every frame, which obviously will cause a substantial damage increase (well, unless your framerate was so low that beams would deal less than their full damage anyway). This commit restores the do_damage check, and simply avoids setting do_damage to 0 if the beam isn't a damaging one (the <= 0 check is moved to beam_get_ship_damage() instead, so we can skip the attenuation calculation if we're not going to deal damage in the first place).