diff --git a/Tactical/Overhead.cpp b/Tactical/Overhead.cpp index 00434892..465c17bf 100644 --- a/Tactical/Overhead.cpp +++ b/Tactical/Overhead.cpp @@ -2484,28 +2484,6 @@ BOOLEAN HandleGotoNewGridNo( SOLDIERTYPE *pSoldier, BOOLEAN *pfKeepMoving, BOOLE if ( !fDontContinue ) { - if ( (pSoldier->bOverTerrainType == FLAT_FLOOR || pSoldier->bOverTerrainType == PAVED_ROAD) && pSoldier->pathing.bLevel == 0 ) - { - INT32 iMarblesIndex; - - if ( MarblesExistAtLocation( pSoldier->sGridNo, 0, &iMarblesIndex ) ) - { - // Slip on marbles! - pSoldier->DoMercBattleSound( BATTLE_SOUND_CURSE1 ); - if ( pSoldier->bTeam == gbPlayerNum ) - { - ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, Message[ STR_SLIPPED_MARBLES ], pSoldier->name ); - } - RemoveItemFromPool( pSoldier->sGridNo, iMarblesIndex, 0 ); - SoldierCollapse( pSoldier ); - if (pSoldier->bActionPoints > 0) - { - pSoldier->bActionPoints -= (INT8) (Random( pSoldier->bActionPoints ) + 1); - } - return( FALSE ); - } - } - if ( (pSoldier->bBlindedCounter > 0) && (pSoldier->usAnimState == RUNNING) && (Random( 5 ) == 0) && OKFallDirection( pSoldier, (pSoldier->sGridNo + DirectionInc( pSoldier->ubDirection ) ), pSoldier->pathing.bLevel, pSoldier->ubDirection, pSoldier->usAnimState ) ) {