Removed some weird, pointless code for when Kline is disabled.
The code caused Kline's systemPower to be restored to full when disabled. This would have had no effect on the code; the systemPower variable is only used to add the FL_DISABLED flag when it reaches 0, and restoring systemPower has no effect on this. This might have been an attempt to make it impossible to disable Kline, but it wouldn't have worked that way (it might simply not have been noticed because disabling Kline would take a ridiculous amount of time and is unlikely to happen without conscious effort).
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@ -2272,7 +2272,5 @@ void alien_hurt(Object *alien, Object *attacker, int damage, int ion)
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}
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alien->systemPower = 0;
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if (alien->classDef == CD_KLINE)
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alien->systemPower = alien->maxShield;
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}
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}
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