From 8cde0121d03f140c476e538be88b063c286f835c Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Fri, 14 Aug 2015 15:55:24 +0100 Subject: [PATCH] Remove the switch-to-seestate behavior in P_DamageMobj. In Doom there was a random chance of enemies either being stunned (painstate) or instead just deciding to attack you (seetstate), but in SRB2 painstate is ALWAYS used beforehand. --- src/p_inter.c | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/src/p_inter.c b/src/p_inter.c index d305cfc83..146be5077 100644 --- a/src/p_inter.c +++ b/src/p_inter.c @@ -3048,16 +3048,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da // if not intent on another player, // chase after this one P_SetTarget(&target->target, source); - if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL) - { - if (player) - { - if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds]))) - P_SetPlayerMobjState(target, target->info->seestate); - } - else - P_SetMobjState(target, target->info->seestate); - } } return true;