diff --git a/src/g_hexen/a_fighteraxe.cpp b/src/g_hexen/a_fighteraxe.cpp index 50b378e503..f80af876bf 100644 --- a/src/g_hexen/a_fighteraxe.cpp +++ b/src/g_hexen/a_fighteraxe.cpp @@ -26,8 +26,6 @@ void A_FAxeAttack (AActor *actor); extern void AdjustPlayerAngle (AActor *pmo, AActor *linetarget); -EXTERN_CVAR (Int, cl_bloodtype) - // The Fighter's Axe -------------------------------------------------------- class AFWeapAxe : public AFighterWeapon diff --git a/src/p_map.cpp b/src/p_map.cpp index a3379910de..0e66ee58d9 100644 --- a/src/p_map.cpp +++ b/src/p_map.cpp @@ -4879,7 +4879,8 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos) const PClass *bloodcls = thing->GetBloodType(); P_TraceBleed (newdam > 0 ? newdam : cpos->crushchange, thing); - if (cl_bloodtype <= 1 && bloodcls != NULL) + + if (bloodcls != NULL) { AActor *mo; @@ -4892,14 +4893,15 @@ void P_DoCrunch (AActor *thing, FChangePosition *cpos) { mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } + + if (!(cl_bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE; } + + angle_t an; + an = (M_Random () - 128) << 24; if (cl_bloodtype >= 1) { - angle_t an; - - an = (M_Random () - 128) << 24; - P_DrawSplash2 (32, thing->x, thing->y, - thing->z + thing->height/2, an, 2, bloodcolor); + P_DrawSplash2(32, thing->x, thing->y, thing->z + thing->height / 2, an, 2, bloodcolor); } } if (thing->CrushPainSound != 0 && !S_GetSoundPlayingInfo(thing, thing->CrushPainSound)) diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index 69d4203fe9..0337ef0dd9 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -4874,7 +4874,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; - if (bloodcls!=NULL && bloodtype <= 1) + if (bloodcls != NULL) { z += pr_spawnblood.Random2 () << 10; th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement @@ -4945,7 +4945,7 @@ void P_SpawnBlood (fixed_t x, fixed_t y, fixed_t z, angle_t dir, int damage, AAc } statedone: - + if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE; if (bloodtype >= 1) P_DrawSplash2 (40, x, y, z, dir, 2, bloodcolor); } @@ -4966,7 +4966,7 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator) if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; - if (bloodcls!=NULL && bloodtype <= 1) + if (bloodcls != NULL) { AActor *mo; @@ -4981,6 +4981,8 @@ void P_BloodSplatter (fixed_t x, fixed_t y, fixed_t z, AActor *originator) { mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } + + if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE; } if (bloodtype >= 1) { @@ -5004,7 +5006,7 @@ void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator) if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; - if (bloodcls!=NULL && bloodtype <= 1) + if (bloodcls != NULL) { AActor *mo; @@ -5019,6 +5021,8 @@ void P_BloodSplatter2 (fixed_t x, fixed_t y, fixed_t z, AActor *originator) { mo->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } + + if (!(bloodtype <= 1)) mo->renderflags |= RF_INVISIBLE; } if (bloodtype >= 1) { @@ -5047,7 +5051,7 @@ void P_RipperBlood (AActor *mo, AActor *bleeder) if (bloodcls != NULL && !(GetDefaultByType(bloodcls)->flags4 & MF4_ALLOWPARTICLES)) bloodtype = 0; - if (bloodcls!=NULL && bloodtype <= 1) + if (bloodcls != NULL) { AActor *th; th = Spawn (bloodcls, x, y, z, NO_REPLACE); // GetBloodType already performed the replacement @@ -5064,6 +5068,8 @@ void P_RipperBlood (AActor *mo, AActor *bleeder) { th->Translation = TRANSLATION(TRANSLATION_Blood, bloodcolor.a); } + + if (!(bloodtype <= 1)) th->renderflags |= RF_INVISIBLE; } if (bloodtype >= 1) {