@@ -2437,7 +2437,9 @@ static void ship_do_damage(object *ship_objp, object *other_obj, const vec3d *hi
24372437 shipp->ship_max_hull_strength ,
24382438 };
24392439 }
2440- maybe_play_conditional_impacts (impact_data, other_obj, ship_objp, true , submodel_num, hitpos, local_hitpos, hit_normal);
2440+ if (!global_damage) {
2441+ maybe_play_conditional_impacts (impact_data, other_obj, ship_objp, true , submodel_num, hitpos, local_hitpos, hit_normal);
2442+ }
24412443
24422444 shiphit_hit_after_death (ship_objp, (damage * difficulty_scale_factor));
24432445 return ;
@@ -2681,7 +2683,9 @@ static void ship_do_damage(object *ship_objp, object *other_obj, const vec3d *hi
26812683 }
26822684 }
26832685
2684- maybe_play_conditional_impacts (impact_data, other_obj, ship_objp, true , submodel_num, hitpos, local_hitpos, hit_normal);
2686+ if (!global_damage) {
2687+ maybe_play_conditional_impacts (impact_data, other_obj, ship_objp, true , submodel_num, hitpos, local_hitpos, hit_normal);
2688+ }
26852689
26862690 // handle weapon and afterburner leeching here
26872691 if (other_obj_is_weapon || other_obj_is_beam) {
@@ -3033,7 +3037,7 @@ void ship_apply_global_damage(object *ship_objp, object *other_obj, const vec3d
30333037
30343038 int n_quadrants = static_cast <int >(ship_objp->shield_quadrant .size ());
30353039 for (int i=0 ; i<n_quadrants; i++){
3036- ship_do_damage (ship_objp, other_obj, &world_hitpos, damage/n_quadrants, i, -1 , damage_type_idx );
3040+ ship_do_damage (ship_objp, other_obj, &world_hitpos, damage/n_quadrants, i, -1 , damage_type_idx);
30373041 }
30383042 }
30393043
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