Since there is only one type of the old spikeball that doesn't rotate, there is no point using A_RotateSpikeBall in its states anymore.

Likewise, A_RotateSpikeBall no longer has to care about the object type of the actor, for the same reason.
This commit is contained in:
Monster Iestyn 2018-07-01 22:01:00 +01:00
parent daa87947a4
commit c045e8cf8d
2 changed files with 8 additions and 11 deletions

View File

@ -1736,14 +1736,14 @@ state_t states[NUMSTATES] =
{SPR_SIGN, 7, -1, {A_SignPlayer}, 0, 0, S_NULL}, // S_SIGN53 Blank
// Spike Ball
{SPR_SPIK, 0, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL2}, // S_SPIKEBALL1
{SPR_SPIK, 1, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL3}, // S_SPIKEBALL2
{SPR_SPIK, 2, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL4}, // S_SPIKEBALL3
{SPR_SPIK, 3, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL5}, // S_SPIKEBALL4
{SPR_SPIK, 4, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL6}, // S_SPIKEBALL5
{SPR_SPIK, 5, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL7}, // S_SPIKEBALL6
{SPR_SPIK, 6, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL8}, // S_SPIKEBALL7
{SPR_SPIK, 7, 1, {A_RotateSpikeBall}, 0, 0, S_SPIKEBALL1}, // S_SPIKEBALL8
{SPR_SPIK, 0, 1, {NULL}, 0, 0, S_SPIKEBALL2}, // S_SPIKEBALL1
{SPR_SPIK, 1, 1, {NULL}, 0, 0, S_SPIKEBALL3}, // S_SPIKEBALL2
{SPR_SPIK, 2, 1, {NULL}, 0, 0, S_SPIKEBALL4}, // S_SPIKEBALL3
{SPR_SPIK, 3, 1, {NULL}, 0, 0, S_SPIKEBALL5}, // S_SPIKEBALL4
{SPR_SPIK, 4, 1, {NULL}, 0, 0, S_SPIKEBALL6}, // S_SPIKEBALL5
{SPR_SPIK, 5, 1, {NULL}, 0, 0, S_SPIKEBALL7}, // S_SPIKEBALL6
{SPR_SPIK, 6, 1, {NULL}, 0, 0, S_SPIKEBALL8}, // S_SPIKEBALL7
{SPR_SPIK, 7, 1, {NULL}, 0, 0, S_SPIKEBALL1}, // S_SPIKEBALL8
// Elemental Shield's Spawn
{SPR_SFLM, FF_FULLBRIGHT, 2, {NULL}, 0, 0, S_SPINFIRE2}, // S_SPINFIRE1

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@ -5298,9 +5298,6 @@ void A_RotateSpikeBall(mobj_t *actor)
return;
#endif
if (actor->type == MT_SPIKEBALL) // don't remove this, these spikeballs share the same states as the rotating spikeballs
return;
if (!((!locvar1 && (actor->target)) || (locvar1 && (actor->tracer))))// This should NEVER happen.
{
CONS_Debug(DBG_GAMELOGIC, "A_RotateSpikeBall: Spikeball has no target\n");