Remove useless Omega blob light hack
The code immediately overwrites the computed value with a standard value. Optimizing compilers deleted the `light_intensity=0` store as dead. Delete the entire block to save a d_rand call.
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@ -309,13 +309,6 @@ static g3s_lrgb compute_light_emission(objnum_t objnum)
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case OBJ_WEAPON:
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{
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fix tval = Weapon_info[get_weapon_id(obj)].light;
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#if defined(DXX_BUILD_DESCENT_II)
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if (Game_mode & GM_MULTI)
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if (obj->id == OMEGA_ID)
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if (d_rand() > 8192)
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light_intensity = 0; // 3/4 of time, omega blobs will cast 0 light!
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#endif
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if (get_weapon_id(obj) == FLARE_ID )
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light_intensity = 2*(min(tval, obj->lifeleft) + ((((fix)GameTime64) ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff));
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else
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