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authorSimon Howard2011-09-18 23:15:58 +0000
committerSimon Howard2011-09-18 23:15:58 +0000
commitef586e36e0a871bd1cc9222148a47605d1b554a5 (patch)
tree2c39fed95c17282d78061b9973dd072c118691fb /src/strife/p_mobj.c
parent1ce76006eede7aa1bd45176901fc2fb918e5e162 (diff)
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Fix a minor annoyance with Strife startup - we are *not* emulating the
"Final Doom" executable. -gameversion processing code remains in case support for other Strife versions is desired in the future. Strip out some redundant gameversion / chex stuff as well. Subversion-branch: /branches/v2-branch Subversion-revision: 2385
Diffstat (limited to 'src/strife/p_mobj.c')
-rw-r--r--src/strife/p_mobj.c28
1 files changed, 1 insertions, 27 deletions
diff --git a/src/strife/p_mobj.c b/src/strife/p_mobj.c
index 30c6ac41..8d1a7f3a 100644
--- a/src/strife/p_mobj.c
+++ b/src/strife/p_mobj.c
@@ -350,33 +350,7 @@ void P_ZMovement (mobj_t* mo)
{
// hit the floor
- // Note (id):
- // somebody left this after the setting momz to 0,
- // kinda useless there.
- //
- // cph - This was the a bug in the linuxdoom-1.10 source which
- // caused it not to sync Doom 2 v1.9 demos. Someone
- // added the above comment and moved up the following code. So
- // demos would desync in close lost soul fights.
- // Note that this only applies to original Doom 1 or Doom2 demos - not
- // Final Doom and Ultimate Doom. So we test demo_compatibility *and*
- // gamemission. (Note we assume that Doom1 is always Ult Doom, which
- // seems to hold for most published demos.)
- //
- // fraggle - cph got the logic here slightly wrong. There are three
- // versions of Doom 1.9:
- //
- // * The version used in registered doom 1.9 + doom2 - no bounce
- // * The version used in ultimate doom - has bounce
- // * The version used in final doom - has bounce
- //
- // So we need to check that this is either retail or commercial
- // (but not doom2)
-
- // [STRIFE] not applicable
- //int correct_lost_soul_bounce = gameversion >= exe_ultimate;
-
- if (/*correct_lost_soul_bounce &&*/ mo->flags & MF_BOUNCE)
+ if (mo->flags & MF_BOUNCE)
{
// the skull slammed into something
// villsa [STRIFE] affect reactiontime