clean up burning dude handling in actCheckDudes

This commit is contained in:
Christoph Oelckers 2023-10-10 23:12:50 +02:00
parent 401c260f9c
commit 12fe313f4c

View file

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