Remove P_NightsItemChase

Keeps being called in some strange instance by rings, even though the case that calls it shouldn't happen, and causing a crash -- just delete it.
This commit is contained in:
Sally Coolatta 2023-05-15 20:31:53 -04:00 committed by NepDisk
parent 617d9f9f7b
commit 2c50b2ee58

View file

@ -6241,22 +6241,6 @@ void P_Attract(mobj_t *source, mobj_t *dest, boolean nightsgrab) // Home in on y
}
}
static void P_NightsItemChase(mobj_t *thing)
{
if (!thing->tracer)
{
P_SetTarget(&thing->tracer, NULL);
thing->flags2 &= ~MF2_NIGHTSPULL;
thing->movefactor = 0;
return;
}
if (!thing->tracer->player)
return;
P_Attract(thing, thing->tracer, true);
}
//
// P_MaceRotate
// Spins a hnext-chain of objects around its centerpoint, side to side or periodically.
@ -8175,24 +8159,14 @@ static boolean P_MobjRegularThink(mobj_t *mobj)
// No need to check water. Who cares?
P_RingThinker(mobj);
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
else
A_AttractChase(mobj);
A_AttractChase(mobj);
return false;
// Flung items
case MT_FLINGRING:
if (P_MobjWasRemoved(mobj))
return false;
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
else
A_AttractChase(mobj);
break;
case MT_EMBLEM:
if (mobj->flags2 & MF2_NIGHTSPULL)
P_NightsItemChase(mobj);
A_AttractChase(mobj);
break;
case MT_FLOATINGITEM:
{