diff --git a/source/duke3d/src/actors.cpp b/source/duke3d/src/actors.cpp index 9fa77169c..ea2850ea3 100644 --- a/source/duke3d/src/actors.cpp +++ b/source/duke3d/src/actors.cpp @@ -2985,7 +2985,8 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) int playerNum = P_Get(otherSprite); #ifndef EDUKE32_STANDALONE - A_PlaySound(PISTOL_BODYHIT, otherSprite); + if (!FURY) + A_PlaySound(PISTOL_BODYHIT, otherSprite); #endif if (pProj->workslike & PROJECTILE_SPIT) P_HandleBeingSpitOn(g_player[playerNum].ps); @@ -3020,7 +3021,10 @@ ACTOR_STATIC void Proj_MoveCustom(int const spriteNum) { Proj_BounceOffWall(pSprite, otherSprite); pSprite->owner = spriteNum; - A_Spawn(spriteNum, TRANSPORTERSTAR); +#ifndef EDUKE32_STANDALONE + if (!FURY) + A_Spawn(spriteNum, TRANSPORTERSTAR); +#endif return; } else @@ -3103,6 +3107,9 @@ ACTOR_STATIC void G_MoveWeapons(void) goto next_sprite; } + if (FURY) + goto next_sprite; + // hard coded projectiles switch (DYNAMICTILEMAP(pSprite->picnum)) { diff --git a/source/duke3d/src/sector.cpp b/source/duke3d/src/sector.cpp index 0960783ad..92d70b4bf 100644 --- a/source/duke3d/src/sector.cpp +++ b/source/duke3d/src/sector.cpp @@ -1018,9 +1018,13 @@ void G_OperateRespawns(int lotag) { if (!ud.monsters_off || !A_CheckEnemyTile(pSprite->hitag)) { - int const j = A_Spawn(spriteNum, TRANSPORTERSTAR); - sprite[j].z -= ZOFFSET5; - +#ifndef EDUKE32_STANDALONE + if (!FURY) + { + int const j = A_Spawn(spriteNum, TRANSPORTERSTAR); + sprite[j].z -= ZOFFSET5; + } +#endif // Just a way to killit (see G_MoveFX(): RESPAWN__STATIC) pSprite->extra = 66-12; }