Remove more debug print

This commit is contained in:
Antonio Martinez 2025-09-17 18:19:53 -04:00
parent 830a25b24d
commit 3941e088ad

View file

@ -3130,7 +3130,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
else if (player->overshield && else if (player->overshield &&
(type != DMG_EXPLODE || inflictor->type != MT_SPBEXPLOSION || !inflictor->movefactor)) (type != DMG_EXPLODE || inflictor->type != MT_SPBEXPLOSION || !inflictor->movefactor))
{ {
CONS_Printf("overshield case\n");
clash = true; clash = true;
} }
else if (player->hyudorotimer > 0) else if (player->hyudorotimer > 0)
@ -3152,8 +3151,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
clash = false; clash = false;
} }
CONS_Printf("invinc=%d clash=%d ad=%d type=%d whumb=%d\n", invincible, clash, player->pflags2 & PF2_ALWAYSDAMAGED, type, DMG_WHUMBLE);
// TODO: doing this from P_DamageMobj limits punting to objects that damage the player. // TODO: doing this from P_DamageMobj limits punting to objects that damage the player.
// And it may be kind of yucky. // And it may be kind of yucky.
// But this is easier than accounting for every condition in PIT_CheckThing! // But this is easier than accounting for every condition in PIT_CheckThing!