From 16bde524ff4b20c9ccdd7eace977c215404df780 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 10 Oct 2023 23:12:50 +0200 Subject: [PATCH] clean up burning dude handling in actCheckDudes --- source/games/blood/src/actor.cpp | 15 ++------------- 1 file changed, 2 insertions(+), 13 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 8683625af..6cb22799d 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -3943,20 +3943,9 @@ 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