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clean up burning dude handling in actCheckDudes
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1 changed files with 2 additions and 13 deletions
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@ -4659,20 +4659,9 @@ static void actCheckDudes()
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const bool fixBurnGlitch = !cl_bloodvanillaenemies && IsBurningDude(actor) && !VanillaMode(); // if enemies are burning, always apply burning damage per tick
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if ((actor->xspr.burnTime > 0) || fixBurnGlitch)
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{
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switch (actor->GetType())
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{
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case kDudeBurningInnocent:
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case kDudeBurningCultist:
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case kDudeBurningZombieAxe:
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case kDudeBurningZombieButcher:
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actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
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break;
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default:
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if (!IsBurningDude(actor))
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actor->xspr.burnTime = ClipLow(actor->xspr.burnTime - 4, 0);
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actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
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break;
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}
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actDamageSprite(actor->GetBurnSource(), actor, kDamageBurn, 8);
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}
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#ifdef NOONE_EXTENSIONS
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