Commit b2ed09c8 authored by Richard Gobeille's avatar Richard Gobeille
Browse files

Duke3d: useless cleanup change to A_DoProjectileEffects()

parent 6cbbf2d9
...@@ -2856,7 +2856,7 @@ ACTOR_STATIC void P_HandleBeingSpitOn(DukePlayer_t * const ps) ...@@ -2856,7 +2856,7 @@ ACTOR_STATIC void P_HandleBeingSpitOn(DukePlayer_t * const ps)
} }
} }
static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, int radiusDamage) static void A_DoProjectileEffects(int spriteNum, const vec3_t *davect, bool radiusDamage = true)
{ {
auto const pProj = &SpriteProjectile[spriteNum]; auto const pProj = &SpriteProjectile[spriteNum];
...@@ -2985,7 +2985,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) ...@@ -2985,7 +2985,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
if ((pProj->workslike & (PROJECTILE_BOUNCESOFFWALLS | PROJECTILE_EXPLODEONTIMER)) == PROJECTILE_BOUNCESOFFWALLS if ((pProj->workslike & (PROJECTILE_BOUNCESOFFWALLS | PROJECTILE_EXPLODEONTIMER)) == PROJECTILE_BOUNCESOFFWALLS
&& pSprite->yvel < 1) && pSprite->yvel < 1)
{ {
A_DoProjectileEffects(spriteNum, &davect, 1); A_DoProjectileEffects(spriteNum, &davect);
A_DeleteSprite(spriteNum); A_DeleteSprite(spriteNum);
return; return;
} }
...@@ -3058,7 +3058,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) ...@@ -3058,7 +3058,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
if (++actor[spriteNum].t_data[8] > pProj->range) if (++actor[spriteNum].t_data[8] > pProj->range)
{ {
if (pProj->workslike & PROJECTILE_EXPLODEONTIMER) if (pProj->workslike & PROJECTILE_EXPLODEONTIMER)
A_DoProjectileEffects(spriteNum, &davect, 1); A_DoProjectileEffects(spriteNum, &davect);
A_DeleteSprite(spriteNum); A_DeleteSprite(spriteNum);
return; return;
...@@ -3124,7 +3124,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) ...@@ -3124,7 +3124,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
if (pProj->workslike & PROJECTILE_RPG_IMPACT_DAMAGE) if (pProj->workslike & PROJECTILE_RPG_IMPACT_DAMAGE)
actor[otherSprite].extra += pProj->extra; actor[otherSprite].extra += pProj->extra;
A_DoProjectileEffects(spriteNum, &davect, 0); A_DoProjectileEffects(spriteNum, &davect, false);
if (!(pProj->workslike & PROJECTILE_FORCEIMPACT)) if (!(pProj->workslike & PROJECTILE_FORCEIMPACT))
{ {
...@@ -3201,7 +3201,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) ...@@ -3201,7 +3201,7 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum)
break; break;
} }
A_DoProjectileEffects(spriteNum, &davect, 1); A_DoProjectileEffects(spriteNum, &davect);
A_DeleteSprite(spriteNum); A_DeleteSprite(spriteNum);
return; return;
} }
......
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