diff --git a/src/d/actor/d_a_e_ym.cpp b/src/d/actor/d_a_e_ym.cpp index 758bec6269..3f6bef6788 100644 --- a/src/d/actor/d_a_e_ym.cpp +++ b/src/d/actor/d_a_e_ym.cpp @@ -1069,7 +1069,7 @@ void daE_YM_c::executeDown() { if (mAcch.ChkGroundHit()) { if (mFlyType != 1) { #if TARGET_PC - bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 2.0f : 1.0f); + bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears ? 2.0f : 1.0f); #else bckSet(6, 0, 0.0f, 1.0f); #endif @@ -1093,7 +1093,7 @@ void daE_YM_c::executeDown() { mSound.startCreatureSound(Z2SE_CM_BODYFALL_WATER_M, 0, -1); mSound.startCreatureSound(Z2SE_EN_YM_MOGAKU, 0, -1); #if TARGET_PC - bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 2.0f : 1.0f); + bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears ? 2.0f : 1.0f); #else bckSet(6, 0, 0.0f, 1.0f); #endif @@ -1115,7 +1115,7 @@ void daE_YM_c::executeDown() { || dComIfG_Bgsp().GetGroundCode(gnd_chk) == 5) { #if TARGET_PC - bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 2.0f : 1.0f); + bckSet(6, 0, 0.0f, dusk::getSettings().game.fastTears ? 2.0f : 1.0f); #else bckSet(6, 0, 0.0f, 1.0f); #endif diff --git a/src/d/actor/d_a_obj_drop.cpp b/src/d/actor/d_a_obj_drop.cpp index 2b373c1e64..18d27840f7 100644 --- a/src/d/actor/d_a_obj_drop.cpp +++ b/src/d/actor/d_a_obj_drop.cpp @@ -265,8 +265,8 @@ int daObjDrop_c::modeParentWait() { mModeAction = 1; #if TARGET_PC - mModeTimer = dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 0 : 40; - if (dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0) { + mModeTimer = dusk::getSettings().game.fastTears ? 0 : 40; + if (dusk::getSettings().game.fastTears) { current.pos.y += 100.0f; } else { current.pos.y += 300.0f; @@ -285,7 +285,7 @@ int daObjDrop_c::modeParentWait() { case 2: createBodyEffect(); #if TARGET_PC - mModeTimer = dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0 ? 0 : 45; + mModeTimer = dusk::getSettings().game.fastTears ? 0 : 45; #else mModeTimer = 45; #endif @@ -331,7 +331,7 @@ int daObjDrop_c::modeWait() { case 2: case 50: #if TARGET_PC - if (dusk::getSettings().game.fastTears && dComIfGp_event_getMode() == 0) { + if (dusk::getSettings().game.fastTears) { f32 player_dist = current.pos.abs(daPy_getPlayerActorClass()->current.pos); f32 home_dist = current.pos.abs(home.pos);