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Remove the switch-to-seestate behavior in P_DamageMobj.
In Doom there was a random chance of enemies either being stunned (painstate) or instead just deciding to attack you (seetstate), but in SRB2 painstate is ALWAYS used beforehand.
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1 changed files with 0 additions and 10 deletions
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@ -3048,16 +3048,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
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// if not intent on another player,
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// chase after this one
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P_SetTarget(&target->target, source);
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if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL)
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{
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if (player)
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{
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if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
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P_SetPlayerMobjState(target, target->info->seestate);
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}
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else
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P_SetMobjState(target, target->info->seestate);
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}
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}
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return true;
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