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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? ;)
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1 changed files with 2 additions and 4 deletions
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@ -670,8 +670,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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{
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{
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UINT32 damagetype = (thing->info->mass & 0xFF);
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UINT32 damagetype = (thing->info->mass & 0xFF);
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if (P_DamageMobj(tm.thing, thing, thing, 1, damagetype) && (damagetype = (thing->info->mass>>8)))
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P_DamageMobj(tm.thing, thing, thing, 1, damagetype);
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S_StartSound(thing, damagetype);
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if (P_MobjWasRemoved(tm.thing) || P_MobjWasRemoved(thing))
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if (P_MobjWasRemoved(tm.thing) || P_MobjWasRemoved(thing))
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return BMIT_CONTINUE;
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return BMIT_CONTINUE;
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@ -690,8 +689,7 @@ static BlockItReturn_t PIT_CheckThing(mobj_t *thing)
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{
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{
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UINT32 damagetype = (tm.thing->info->mass & 0xFF);
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UINT32 damagetype = (tm.thing->info->mass & 0xFF);
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if (P_DamageMobj(thing, tm.thing, tm.thing, 1, damagetype) && (damagetype = (tm.thing->info->mass>>8)))
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P_DamageMobj(thing, tm.thing, tm.thing, 1, damagetype);
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S_StartSound(tm.thing, damagetype);
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if (P_MobjWasRemoved(tm.thing) || P_MobjWasRemoved(thing))
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if (P_MobjWasRemoved(tm.thing) || P_MobjWasRemoved(thing))
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return BMIT_CONTINUE;
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return BMIT_CONTINUE;
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