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.
This commit is contained in:
Kp 2015-10-18 21:01:19 +00:00
parent c0d45ab0d4
commit 6259e80206

View file

@ -309,13 +309,6 @@ static g3s_lrgb compute_light_emission(objnum_t objnum)
case OBJ_WEAPON:
{
fix tval = Weapon_info[get_weapon_id(obj)].light;
#if defined(DXX_BUILD_DESCENT_II)
if (Game_mode & GM_MULTI)
if (obj->id == OMEGA_ID)
if (d_rand() > 8192)
light_intensity = 0; // 3/4 of time, omega blobs will cast 0 light!
#endif
if (get_weapon_id(obj) == FLARE_ID )
light_intensity = 2*(min(tval, obj->lifeleft) + ((((fix)GameTime64) ^ Obj_light_xlate[objnum&0x0f]) & 0x3fff));
else