From 1adbfcff03fd256793dad2761f88b9ac49475269 Mon Sep 17 00:00:00 2001 From: SinnamonLat Date: Fri, 10 Dec 2021 14:16:20 +0100 Subject: [PATCH] Remove Landmine dust ring on explosion --- src/p_enemy.c | 13 ------------- 1 file changed, 13 deletions(-) diff --git a/src/p_enemy.c b/src/p_enemy.c index 7d4ad7400..51319d229 100644 --- a/src/p_enemy.c +++ b/src/p_enemy.c @@ -14143,7 +14143,6 @@ void A_LandMineExplode(mobj_t *actor) INT32 colour = SKINCOLOR_KETCHUP; // we spell words properly here INT32 i; mobj_t *smoldering; - mobj_t *dust; if (LUA_CallAction(A_LANDMINEEXPLODE, actor)) return; @@ -14161,18 +14160,6 @@ void A_LandMineExplode(mobj_t *actor) P_SetScale(smoldering, actor->scale); smoldering->tics = TICRATE*3; - // Spawn a ring: - for (i = 0; i < 32; i++) - { - dust = P_SpawnMobj(actor->x, actor->y, actor->z, MT_SMOKE); - P_SetMobjState(dust, S_OPAQUESMOKE1); - dust->angle = (ANGLE_180/16) * i; - P_SetScale(dust, actor->scale); - dust->destscale = actor->scale*4; - dust->scalespeed = actor->scale/4; - P_InstaThrust(dust, dust->angle, FixedMul(20*FRACUNIT, actor->scale)); - } - actor->fuse = actor->tics; // disappear when this state ends. // spawn a few physics explosions