diff --git a/source/blood/src/ai.cpp b/source/blood/src/ai.cpp index 128a370c3..8c3bd395f 100644 --- a/source/blood/src/ai.cpp +++ b/source/blood/src/ai.cpp @@ -167,7 +167,6 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange) if (pXSector->Depth) Depth = 1; if (sector[nSector].type == kSectorDamage || pXSector->damageType > 0) { - #ifdef NOONE_EXTENSIONS // a quick fix for Cerberus spinning in E3M7-like maps, where damage sectors is used. // It makes ignore danger if enemy immune to N damageType. As result Cerberus start acting like // in Blood 1.0 so it can move normally to player. It's up to you for adding rest of enemies here as @@ -175,16 +174,17 @@ bool CanMove(spritetype *pSprite, int a2, int nAngle, int nRange) switch (pSprite->type) { case kDudeCerberusTwoHead: // Cerberus case kDudeCerberusOneHead: // 1 Head Cerberus - if (VanillaMode() || !isImmune(pSprite, pXSector->damageType)) + if (VanillaMode() + #ifdef NOONE_EXTENSIONS + || !isImmune(pSprite, pXSector->damageType) + #endif + ) Crusher = 1; break; default: Crusher = 1; break; } - #else - Crusher = 1; - #endif } } int nUpper = gUpperLink[nSector];