Remove legacy dot elements from checkdamageeffects().
@@ -24958,11 +24958,6 @@ void checkdamageeffects(s_collision_attack *attack)
#define _steal attack->steal
#define _seal attack->seal
#define _sealtime attack->sealtime
-#define _dot attack->recursive->mode
-#define _dot_index attack->recursive->index
-#define _dot_time attack->recursive->time
-#define _dot_force attack->recursive->force
-#define _dot_rate attack->recursive->rate
#define _staydown0 attack->staydown.rise
#define _staydown1 attack->staydown.riseattack
@@ -25018,21 +25013,6 @@ void checkdamageeffects(s_collision_attack *attack)
// Apply any recursive (damage over time) effects.
check_damage_recursive(self, opp, attack);
- if(attack->recursive)
- {
- if(_dot) //dot: Damage over time effect.
- {
- self->dot_owner[_dot_index] = opp ? opp : self; //dot owner.
- self->dot[_dot_index] = _dot; //Mode: 1. HP (non lethal), 2. MP, 3. HP (non lethal) & MP, 4. HP, 5. HP & MP.
- self->dot_time[_dot_index] = _time + (_dot_time * GAME_SPEED / 100); //Gametime dot will expire.
- self->dot_force[_dot_index] = _dot_force; //How much to dot each tick.
- self->dot_rate[_dot_index] = _dot_rate; //Delay between dot ticks.
- self->dot_atk[_dot_index] = attack->attack_type; //dot attack type.
- }
- }
-
-
-
if(self->modeldata.nodrop)
{
self->drop = 0; // Static enemies/nodrop enemies cannot be knocked down
@@ -25064,11 +25044,6 @@ void checkdamageeffects(s_collision_attack *attack)
#undef _steal
#undef _seal
#undef _sealtime
-#undef _dot
-#undef _dot_index
-#undef _dot_time
-#undef _dot_force
-#undef _dot_rate
#undef _staydown0
#undef _staydown1
}
