Eliminate now unused variable.
@@ -19631,6 +19631,8 @@ int check_blocking_conditions(entity *ent, entity *other, s_collision_attack *at
break;
}
+
+ return 0;
}
// Caskey, Damon V.
@@ -19794,7 +19796,6 @@ void do_attack(entity *e)
#define followed (current_anim!=e->animation)
static unsigned int new_attack_id = 1;
- int fdefense_blockthreshold; //max damage that can be blocked for attack type.
// Can't get hit after this
if(level_completed)
@@ -19854,7 +19855,6 @@ void do_attack(entity *e)
}
attack = lasthit.attack;
- fdefense_blockthreshold = (int)self->defense[attack->attack_type].blockthreshold; //max damage that can be blocked for attack type.
force = attack->attack_force;
// Verify target is alive.
@@ -20027,7 +20027,7 @@ void do_attack(entity *e)
}
// Blocking the attack?
- if(check_blocking_conditions(self, e, attack)))
+ if(check_blocking_conditions(self, e, attack))
{
set_blocking_action(self, e, attack);
