MF_PAIN: remove sound effect functionality

There is a Nova Shore enemy that switches between
MF_SPRING and MF_ENEMY, and the upper bits of the mass
field are conflicting.

We don't use this functionality aside from some SRB2
holdovers, but who cares about those? ;)
This commit is contained in:
James R 2023-12-23 08:49:27 -08:00
parent 8dc35c0fe3
commit e4eb42dd36

View file

@ -670,8 +670,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
{
UINT32 damagetype = (thing->info->mass & 0xFF);
if (P_DamageMobj(tm.thing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8)))
S_StartSound(thing, damagetype);
P_DamageMobj(tm.thing, thing, thing, 1, damagetype);
if (P_MobjWasRemoved(tm.thing) || P_MobjWasRemoved(thing))
return BMIT_CONTINUE;
@ -690,8 +689,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
{
UINT32 damagetype = (tm.thing->info->mass & 0xFF);
if (P_DamageMobj(thing, tm.thing, tm.thing, 1, damagetype) && (damagetype = (tm.thing->info->mass>>8)))
S_StartSound(tm.thing, damagetype);
P_DamageMobj(thing, tm.thing, tm.thing, 1, damagetype);
if (P_MobjWasRemoved(tm.thing) || P_MobjWasRemoved(thing))
return BMIT_CONTINUE;