Eliminate another goofy holdover from the old version of A_RadiusDamage()

git-svn-id: https://svn.eduke32.com/eduke32@8099 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2019-09-17 03:20:00 +00:00 committed by Christoph Oelckers
parent 22f67f17e9
commit 35274783a9

View file

@ -290,15 +290,14 @@ void A_RadiusDamage(int const spriteNum, int const blastRadius, int const dmg1,
if (getwalldist(pSprite->pos.vec2, w, &closest) >= blastRadius)
continue;
int const nextSector = pWall->nextsector;
int const damageSector = (nextSector >= 0) ? wall[pWall->nextwall].nextsector : sectorNum;
vec3_t const vect = { closest.x, closest.y, pSprite->z };
if (cansee(vect.x, vect.y, vect.z, damageSector, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
if (cansee(vect.x, vect.y, vect.z, sectorNum, pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum))
{
A_DamageWall_Internal(spriteNum, w, vect, pSprite->picnum);
int const nextSector = pWall->nextsector;
if (nextSector >= 0)
bfirst_search_try(sectorList, sectorMap, &numSectors, nextSector);