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.
This commit is contained in:
Monster Iestyn 2015-08-14 15:55:24 +01:00
parent 91934d5aec
commit 8cde0121d0

View file

@ -3048,16 +3048,6 @@ boolean P_DamageMobj(mobj_t *target, mobj_t *inflictor, mobj_t *source, INT32 da
// if not intent on another player,
// chase after this one
P_SetTarget(&target->target, source);
if (target->state == &states[target->info->spawnstate] && target->info->seestate != S_NULL)
{
if (player)
{
if (!(player->powers[pw_super] && ALL7EMERALDS(player->powers[pw_emeralds])))
P_SetPlayerMobjState(target, target->info->seestate);
}
else
P_SetMobjState(target, target->info->seestate);
}
}
return true;