source/duke3d/src/player.cpp: Remove LUNATIC implementation of

G_HandlePal. In fact, let's not use a separate P_HandlePal function.
This commit is contained in:
NY00123 2020-05-17 20:58:37 +03:00 committed by Christoph Oelckers
parent a1bfbb0b21
commit fe020facf9

View file

@ -4859,34 +4859,6 @@ static void P_Dead(int const playerNum, int const sectorLotag, int const floorZ,
}
static void P_HandlePal(DukePlayer_t *const pPlayer)
{
#if !defined LUNATIC
pPlayer->pals.f--;
#else
if (pPlayer->palsfadespeed > 0)
{
// <palsfadespeed> is the tint fade speed is in
// decrements/P_ProcessInput() calls.
pPlayer->pals.f = max(pPlayer->pals.f - pPlayer->palsfadespeed, 0);
}
else
{
// <palsfadespeed> is a negated count of how many times we
// (P_ProcessInput()) should be called before decrementing the tint
// fading by one. <palsfadenext> is the live counter.
if (pPlayer->palsfadenext < 0)
pPlayer->palsfadenext++;
if (pPlayer->palsfadenext == 0)
{
pPlayer->palsfadenext = pPlayer->palsfadespeed;
pPlayer->pals.f--;
}
}
#endif
}
// Duke3D needs the player sprite to actually be in the floor when shrunk in order to walk under enemies.
// This sucks.
static void P_ClampZ(DukePlayer_t* const pPlayer, int const sectorLotag, int32_t const ceilZ, int32_t const floorZ)
@ -5072,7 +5044,7 @@ void P_ProcessInput(int playerNum)
}
if (pPlayer->pals.f > 0)
P_HandlePal(pPlayer);
pPlayer->pals.f--;
if (pPlayer->fta > 0 && --pPlayer->fta == 0)
{