- fix coolie death issues raised in https://forum.zdoom.org/viewtopic.php?f=340&t=69254 in manner suggested by OP.

This commit is contained in:
Mitchell Richters 2020-07-10 21:26:40 +10:00
parent 3e44d850b3
commit a9b05eff86

View file

@ -343,11 +343,6 @@ STATEp sg_CoolieDead[] =
s_CoolieDead s_CoolieDead
}; };
STATE s_CoolieDeadHead[] =
{
{COOLIE_DEAD_HEAD, COOLIE_DIE_RATE, DoActorDebris, &s_CoolieDeadHead[0]}
};
/* /*
typedef struct typedef struct
{ {
@ -578,7 +573,6 @@ int SpawnCoolg(short SpriteNum)
// Don't do a ghost every time // Don't do a ghost every time
if (RANDOM_RANGE(1000) > 700) if (RANDOM_RANGE(1000) > 700)
{ {
ChangeState(SpriteNum,&s_CoolieDeadHead[0]);
return(0); return(0);
} }
@ -728,7 +722,6 @@ static saveable_data saveable_coolie_data[] =
SAVE_DATA(sg_CoolieDead), SAVE_DATA(sg_CoolieDead),
SAVE_DATA(CoolieActionSet), SAVE_DATA(CoolieActionSet),
SAVE_DATA(s_CoolieDeadHead),
}; };
saveable_module saveable_coolie = saveable_module saveable_coolie =